Author Archives: Kaitlyn415

How to Add Sound to Twine Game

This tutorial will teach you how to add sound to your Twine game.

The easiest way to do this is to first cache the sound you want to use. This means that the sound effect will be loaded ahead of time and used when you want it to. This will prevent any delay in it playing and makes it easier to keep things organized as it allows you to name your sound clips.

First, to cache the sound you must add the following code: <<cacheaudio “name of sound effect” “the URL of your sound effect”>> to one of your passages. It makes most sense to add it to the StoryInit passage so the effect will load asap, as seen below.

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Next, put the URL of the sound effect you wish to use in the code where it says “the URL of your sound effect” and the name you want to give your sound effect where it says “name of sound effect”. Pretty self explanatory, but here’s a visual using “cats meowing” as the name and “http://www.ousob.com/wavfiles/meow.wav” as the URL for the sound effect:

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Now you can use the sound effect wherever you please. To do so, choose a passage you want to have the sound effect occur at and put in this code: <<audio “name of sound effect”>>. Change the “name of sound effect” to the name of the sound effect you just cached. Following the example, I posted <<audio “cat-meowing”>>  into Untitled Passage 1.

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And that’s it! Happy Twining!

Final Project Proposal

For my final project, I plan on working with audio. Last time I worked with this medium, I really dropped the ball. I wanted to create a scary story using sounds but only ended up creating a hodge-podge of craziness—it was almost impossible to really understand what was going on. Overall it was a failure. I want to redeem myself by trying to redo this project in a way that would work better.

I plan to keep my original idea of a scary story. This time, however, instead of relying just on the sounds of the setting to tell the story, I think I will use narration. Then I will supplement my narration with scary sounds. I am still debating whether or not to tell the same story I tried before (which I think could be really interesting, especially if I were to compare the two versions at the end) or if I should scratch that idea and make up a new story. Feedback on this would be appreciated.

I plan to structure this remake into a podcast. Something Welcome to the Nightvale inspired. I think I’ll create a cool persona for myself, as radio host, in order to really sell the story. I may even decide, if this proves to be easier and take less time than the previous version, to do a string of stories (all scary of course). I think this could turn out to be something very interesting and I know I’ll have a lot of fun doing it.

I will gather my sounds from creative commons websites and use either audacity or audio premiere to edit my story. I will plan to use sound clips from my original version in my new one, because I had some really cool ones and I really am interested in redeeming my past failure.

Text Preview : CANDYLAND

For my text preview, I will be discussing the design elements I hope to include in my game, CANDYLAND: the board game adventure brought to virtual life with a deadly twist.

CANDYLAND brings in all the fun candy-themed characters and places from the game with a new story attached. The main character is travels there from the “real” world and gets caught up in an assassination plot. Somebody is out to kill the Kandy King, and it’s up to your character to get down to the bottom of it. But It’s up to you whether your character gets to be a villain or a hero.

This game is supposed to involve a sense of solving a mystery. The player can find out information (“clues”) on who-dun-it by exploring the various commands offered during each round of game play, most likely from talking to the inhabitants of CANDYLAND. Since each candy person is a suspect, it is important that they be memorable to the player, and so pictures that show what they look like would be beneficial to the fulfilling the purpose of the game and must be included. It would be cool if I was able to make an icon for each character to display next to that characters dialogue and to show that the player has met that character. If the character hasn’t met a character, there will be a grey icon with a question mark inside it to show the player its still missing characters.

Along with pictures of the places visited by the player. The charm of CANDYLAND is the creepy nostalgia it gives you by putting you face-to-face with your childhood memories. I was heavily inspired by The Uncle Who Worked at Nintendo, the game we played in glass that really captured this feeling. I want the pictures to resemble a darker side of this joy-filled, sugar-coated land. If I had the time and the skill, I could even do my own digital art.

Lastly, there must be images of the items you collect. This way, the player will be able to remember that they have collected them. Obtaining certain items will lead to the ability to access new commands needed to move on with the story, and so it’s vital for the player to know what items they have and haven’t collected. As with the character icons, it would be cool if I could make item icons that could be used to keep track of what has been collected and what hasn’t.

 

 

Overall, these visual design elements will help the player reach the purpose of this game–to use the information and items they learn on their journey to solve the mystery behind the King Kandy assassination plot.

Biking in Pittsburgh

For our project, my group and I will be focusing on how biking is currently being handled in Pittsburgh and how we can make biking a safer, more accessible form of transportation and recreation in the city. The addition of Healthy Ride Pittsburgh, a bike sharing system, along with the growing fad of “green” transportation, has made biking a hot issue in Pittsburgh. This biking movement has taken the city by storm, and its popularization has lead to criticism of how Pittsburgh is handling making the influx of bicyclists.

The death of the beloved Pitt teacher, Susan Hicks, along with many other Pittsburgh cyclists this year have caused an outcry that demands more safety measures be implemented to protect bicyclists. The road she was on had no bike lane, and it’s hard not to wonder that, if the roads were more accommodating to bikers, this tragedy could have been avoided.

Pittsburgh has plans to create more bike lanes on major roads that are clearly marked in green paint in the next 8 years. As the addition of bike lanes is happening, slowly due to the construction process and of a push-back by some, it is important that the people of Pittsburgh must be educated on how to share the road with cyclists. There are many already existing websites that deal with biking safety and accessibility, and ours will have that too, only it will be unique in that it was also invite non-bikers into the conversation.

The end goal is simple: to continue the ongoing conversation of biking safety and accessibility to the Pittsburgh population with a new focus on how teaching the community how how to respect and accommodate their cycling neighbors on the road. Biking is becoming an increasingly rewarding way to get around the city and the people who choose to use this mode of transportation should not have to fear for their safety. It is our responsibility as a city to be aware and educated of what we can do as individuals and as a community to prevent further tragedies and make the roads safer for all.

 

Blog 5 : The Uncle who Works for Nintendo and The Girl in the Haunted House

So, after playing The Uncle Who Works For Nintendo (UWN) and The Girl in the Haunted House (GHH), it’s safe to say I’ve had my fill of creepiness for the night. I want to talk about both games, but I played UWN until I unlocked all the endings so I will primarily discuss that game.

First of all, how freaking scary. From the lack of color, to the sounds, to when Uncle comes in and wrecks everything with his strange red text commands–this game is definitely one of horror. Using different drawings of the setting to help create a sense of place worked to make the story feel more realistic. The sounds creeped me out every time. I think having the option to check the grandfather clock while also having it chime to indicate the passage of time was smart, especially considering how important time is to the story. Honestly the way time works when it comes to “choosing your own adventure” in this game was probably its coolest feature.

One play-through is enough to understand that the dreaded Uncle is coming at 12. Many of the games options change depending on the time. For example, what games you play/watch your friend play changes depending on the hour you ask. Same with the talk option. Only after your friends’ mom brings you popcorn at 9 do you have the option of asking about the Uncle’s visit. If you don’t call your mom before 11, then you’re doomed to meet the Uncle.

Certain options are not only time-sensitive, but depend on other choices being made first. For example, if you wish to find out about the Uncle you need to first think about him. This causes the option to “think about your own mew” to appear. Choose that and be sure to click on the bolded red text (which throughout the game indicates a choice) to find out about the storm. Then ask your friend about their uncle and tell them you don’t believe them. Be sure not to punch them back or you will never get the choice to find out about the Uncle. After things settle, talk to your friend about the storm, and once they realize you remember, you’ll learn about the Uncle.

It was fun to find out what choices I needed make to unlock new ones, and what kind of endings would come out of my choices. The moments of choice mostly feel consequential, though a lot of them lead to the same next choice (like, for example, all the options you have when talking to your friends parents).

GHH was similiar to UWN in that options would appear only after other options were chosen, but I don’t think it was as effective as UWN. But then again, I definitely played UWN for a lot longer than GHH (only played through that one twice) so maybe there’s still more for me to discover.

 

Audacity Tutorial – How to Amplify a Sound

For my tutorial, I decided to show how you can amplify a specific section of a clip to sound louder if the envelope tool doesn’t work out. For example, in many instances during my project I ran into the problem that my self-recorded sounds were always much quieter than the ones I got online. They would appear as straight lines, as pictured below.

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As you can see the first clip (titled voice) is much quieter (as represented by the straightness of the line) than the second clip (titled radio). In order to hear the voice over the radio it must be amplified. You could just turn down the radio volume and turn up the voice volume, but when more clips get introduced this can lead to problems where the radio is too quiet or the voice is still too quiet. The envelope tool really is of not help either, as there isn’t much to pull up.

The answer then is to amplify. To do this, first highlight the portion of the clip you wish to amplify with the Selection Tool, as pictured below.

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Next, go to the Effect tab (3rd from the right) and find the effect titled Amplify, as shown below.

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Clicking on the Amplify option will open up the below box prompting you to make changes to the amplification. The only feature in this box you need to worry about is the first box and/or the sliding scale directly below that. These are circled in red.

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To amplify the sound, you can either input a greater number into the first box or slide the bar to the right. To do the opposite (aka make the sound quieter) you can input a smaller number into the box or slide the bar to the left. This is shown below.

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When you’re done adjusting the values whichever way you please (for the purpose of this tutorial I adjusted my sound to be amplified, so louder) click OK. You can also click Preview to hear the sound and decide on whether it needs to be adjusted further or not. If you amplify the sound, the straight line should appear more jagged, like that of the radio clip, as seen below circled in red.

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The sound is now amplified and will be louder!

Kitchen Encounters

I plan on designing my audio project to mimic a scary story through mostly sound and some dialogue (I want to avoid narration as much as possible). My working script is as follows:

Begins with fade-in intro music that sounds spooky, like from the X-Files, and then the title of the story, which is currently “Kitchen Encounters”. I am aware that this title may be too silly, but until something better surfaces I’m sticking to it. My story’s premise is that there’s an old women cleaning dishes in her kitchen who is extremely paranoid that aliens are out to get her like she remembers them vaguely doing a few months prior. Everyone she knows thinks she’s crazy, and it’s up for the listener to decide what’s really up.

So the story starts with the sound of squeaky floorboards. A murmur can be heard coming from the old woman, who stops to turn on her radio. There is some fumbling noise, an exclamation of annoyance, and then the radio will finally tune into the music station she is looking for. “Comin’ Home Baby!” by Mel Torme plays (track plays the entire time) and the woman audibly relaxes (gives a long pleasant sigh) before squeaking over to the answering machine.

She hits the “play” button and the usual answering machine beep will sound followed by two messages: one from her therapist and the other from her daughter–both wondering if she’s been taking the medicine she has been prescribed to deal with her paranoia. They will go something like this:

“hey mom…just checking in to make sure you’re taking your medicine. And that you’re well. Give me a call when you can mom, and remember…you’re okay. everything is okay, and you’re safe…………ok love you, bye bye.”

“Hello Barbara, this is Annie, your therapist…just wanted to check in, haven’t heard from you in a while…want to make sure that you haven’t been having any trouble with the medication I prescribed you…give me a call back whenever you can”

Listening to the messages makes the old woman angry, and she knocks the machine to the ground. That’s when she hears the car go by the kitchen window, causing her to jump in surprise and rush (as quick as an old lady can) to the window to see if anyone is there (cue that spooky music from before). No one is, and so she’ll mutter something to herself like “Calm down Ruthie, nothing there” or something. Then she’ll put the kettle on for tea. She reads that it “helps with her insomnia”

Right as it comes to a boil and while pouring herself a cup, the woman will hear a door slam. This causes her to hide in the broom closet. She hides in there for a few seconds, hearing only silence. She opens the door holding a broom and jumps out, shouting. Then she goes to clean the tea when the radio starts to freak out and fill with static and strange noises. She unplugs the radio and it all goes quiet. Then she hears the sound of breathing behind her.

And then the story ends. I want it to have a mysterious ending that doesn’t clarify what exactly happened or if anything happened at all. If it’s not long enough, I will add in more instances when she hears spooky noises. Any tips on how to make it scarier or more interesting would be much appreciated!

 

 

 

Blog Post 4 – Creaking Bed Sound

The sound I decided to choose was the “creaking bed” sound because it immediately creeped me out when I was listening to it. It screams horror movie to me and I feel like it could be used in a multitude of ways to make a scene appear scarier and to build suspense.

I can imagine a scene where a character wakes up in the middle of the night to the creaking noise and then debates whether or not to go investigate the sound. Despite originating from a bed, the creaking noise could be manipulated slightly to sound like creaky floorboards, shutters, or maybe even a rusty door hinge. It can be anything, and that makes it scarier.

The character will decide to go investigate despite being on by themselves in the house, maybe talking to themselves as they go to try and remain calm. The house is old, and so the creaking noise could just be from that, but nonetheless the character is spooked. There’s no music–just silence, and the creaking noise, and the occasional “hello?” called out in fear as the character starts abandon their rational thinking and doubt their reality.

In the background of the sound I can almost hear someone breathing, if I listen closely. As the character gets closer to where the sound is coming from, they’ll start to hear that too, and it’ll be goosebumps galore for the audience. Could it be possible that they aren’t alone? Could there be a rational explanation for this?

Other additional sounds that could be used in this scene are other creepy sounding things including: the sound of lights flickering, a door slamming, the wind moaning, an owl hooting, and distant murmurings.

At the end of the scene, the character must make the choice to open the door to the dark room that contains the sound or to turn back and try and forget about the whole thing.

Radiolab

Radiolab used sound throughout the entire podcast to really emphasize the story that was being told. There were a few moments I particularly enjoyed.

I really appreciated how they took parts of clips and put them together. This occurred multiple times in the podcast, but I think it was done best in the beginning when it keep switching from bits of news clips about Gary Hart’s campaign to bits where the radio hosts/guests were speaking. The sound clips were short and, even though they were spoken by different people, mashed up extremely well and sounded like they were meant to be put together. It was a much more interesting way of introducing a person than just listing some facts.

I also really enjoyed how they used music and sound effects to emphasize the words being sad. One particular instance of this was when they were talking about Gary Hart entering a vortex, and then they played an audio clip of him talking mixed with an eerie, swirling noise that imitated his words being lost in a vortex. They also did this at a point where they were talking about how the reporters were lurking around (they played creepy, slow music in the background while this part of the story was being described) that made the story much more exciting. Whenever there was language that could be enhanced with sounds that are popularly associated with those words, the podcast took advantage of it and added the sounds.

Overall, I think the sound design really added to the podcast and helped to keep it interesting. I think that the story could have ended up being really boring if it wasn’t for the use of sound to keep people actively listening. In fact, the parts without sound effects really didn’t grab my attention like the parts that did.

How To Reverse Clips

Premiere Pro has a lot of interesting features to edit video clips with. One of those features is the Speed and Duration setting that you can use to play around with the speed, duration, and direction of your clip. Here is a tutorial on how to use this setting to reverse the direction of your clip so that it plays from end to beginning instead of beginning to end.

Step 1. After opening your project in Premiere Pro and importing the video you wish to change the direction of into your project, left-click on the blue box next to the clip file’s name so that it opens  in the editing section of Premiere (the Source box). As an example, I will showing how I changed the direction of the robot legs clip.

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Step 2. Next, direct all your focus onto the editing box where the clip you wish to edit is now selected. Using your mouse, right-click on the video clip preview.

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Step 3. This will open a long dialogue box. Find the option called “Speed/Duration” and left-click on it.

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Step 4. The Speed/Duration settings box will then pop-up and prompt you to make changes to the clip.

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Step 5. Lastly, check the box that says “Reverse Speed” and then click “OK”. Now your clip should play backwards.

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