Audio Development


My very first computer was an Atari 800XL which my brother and I played on so much and still have a very fond spot for. When I was a teenager my parents picked up a used Commodore 64 with lots of games. Two things were immediately different - suddenly I had access to a lot more games in shops/stores and the audio was very different. The SID sound chip is my favorite feature of the C64 and I still listen on occasion to songs by Jeroen Tel, David Whittaker, Martin Walker, Rob Hubbard, and others written for various games.

A big influence on the audio design was from a game I got for free through the magazine Commodore Format (up until the 1990s in the UK some of the computer magazines helped their sales by including demos and full games on an audio cassette taped to the cover of the publication). Anarchy was a really fun game where you played a rapidly moving tank in a series of mazes. You had to shoot destructible blocks and stun enemy tanks before they touched you and zapped your energy. 

While an engaging gameplay concept, it was the audio by Nigel Grieve that really impressed me - it managed to sound metallic and unusual. Even the title screen had a series of five or six short songs that would randomly play. I would start the game and immediately exit so I could hear another randomly chosen song.

As a result, I have tried to make the audio in this game more interesting. I am a visual artist, not an audio designer or musician, and so am limited in what I can do. https://www.bfxr.net/ and https://www.leshylabs.com/apps/sfMaker/ were initially good to drop in some audio cues but I then discovered GarageBand on the iPad. It has a great range of instruments I can combine. Very simple editing has been done in Adobe Audition but, considering all I do is cut off silence and change the volume, something like Audacity would probably have been fine.

The game is now up to about 31 levels in various states (some of the new levels need new Play-Doh art made, some are waiting for more functionality to be added, and all of the new levels need some more new audio) and I'm really eager to share it with the public in early 2021, providing development continues smoothly. One weird bug was discovered last night that I was able to dispatch after lots of head scratching, which is an upshot of the long development time - I hope I find all the things that might go wrong before you do!

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