Author Archives: snv226

Twine Tutorial: Autoplay Music

Getting music to play in the background of specific pages in a Twine game is relatively simple as long as the music comes from a YouTube video.

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Open the YouTube video where the music you want to autoplay is sourced. Under the actual video, second from the left you will see a tab labeled “share”, click it.

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After you click on it, the first tab that will appear will be a general share URL. Instead of using that link, click the link next to “share” labeled “embed”.

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A new link will appear that’s formatted with html coding. Highlight and copy the embed link.

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Open twine and click on the page box where you want the music the play.

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Copy and paste the embed link into the dialogue box for the page where you want the music to autoplay.

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Within the embed link is the URL for the YouTube video. Locate the URL and at the end, right before the quotation mark. Type in the following: ?autoplay=1

This will cause the video to automatically play.

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Locate where it says “width=” and “height=” within the embed link. Change the following number in quotation marks to zero. This will cause the video player to not appear which will make the music seem as if it’s playing in the background.

Close the dialogue box and save your game. The music should now play in the background.

Final Project Proposal

Thirteen Reasons Why is a book detailing the story of a boy who receives a series of tapes made by a peer of his who recently committed suicide. The peer who made the tapes did so in order to tell her story about the different people and events that eventually led up to her committing suicide. The boy in the story follows a marked map that leads him to various places around town where significant events happen. I thought it would be interesting to record audio of the tapes and make a map set in Pittsburgh rather than the fictional town the story exists in. That way, the tapes could be experienced in real time, adding an extra level of reality to the fictional story. Ideally I would be able to put the audio files and map on a website for listeners to use. I’ll be using both visual mediums (Photoshop, a website builder that has yet to be definitively determined) as well as audio (Audacity). I’m combining audio and, arguably, the concept of remix. I’m using different digital media components to take something that is fictional and in traditional print and making into to reality that takes a different (digital) form. Photoshop will be used to combine different visual media into a map. I decided to set the story in the Oakland area specifically as it’s very walkable, meaning it will be easy for listeners to go from place to place based on where the “tapes” direct. I have already begun trying to make a vague idea of what the map would look like, finding a map of Oakland, trying to make it look worn using layers and different Photoshop brushes and handwritten with certain fonts and vector images. Creating the audio should be relatively simple and not require an extensive amount of editing, primarily it will just be time consuming to take the time to record all of the audio that is needed.

Text Preview

 

I’ve already changed the color and font of my game, which I think has helped significantly in helping my game take shape. Even small changes help make the game feel distinct. I still felt my game might be missing something, however, and wanted to add a unique edge to it and challenge myself a bit with the coding. As a result, a design element I’m incorporating into my game is sound, in particular music. I found a database of royalty free music when looking for background music during the audio project, and using that I found a song I think would be perfect to play in the background of my Twine game during game play. I think extraneous game elements are important, especially since Twine games are text based. Extra elements, especially sound, make the game seem more immersive. An ethereal song would help encourage the development of the darker fairytale feel I’m going for in my narrative. Additionally, I already added visual components to the game not only with text and color but also with a background image. Since there are two potential senses to be met with any digital experience (sight and sound), by adding music I would be fulfilling the second one. I’ve managed to get sound into my game, though not the song I specifically want, but I’m struggling to figure out how to get it to continue playing when moving from passage to passage. The only way to get it to play throughout would be to put the same coding in each passage and restart the song, which obviously I do not want to do since it’s disruptive to the experience. I may need to find a different solution, utilize sound in a different way within the game, like using sound effects rather than background music.

 

Public Transportation

For our project we have chosen the issue of public transportation. Currently, Pittsburgh has two forms of public transportation, the Port Authority bus system. While clean, and arguably relatively easy to use since there are a variety of apps that will tell you what buses to take without having to be familiar with the bus routes, it is time-consuming and limiting in terms of ease of travel. Waiting for the bus and sitting in traffic takes a significant amount of time, and traveling from outer boroughs to downtown make taking the bus an even less preferable option when you consider regular and rush-hour traffic. Pittsburgh also has the Light Rail System, which connects the Northside/Downton to the South Hills. Unfortunately, other populated boroughs like Lawerenceville, Oakland, Shadyside and Squirrel Hill are left without this option. As Pittsburgh tops most-livable city lists time and time again, neighborhoods are gentrified and populations increase, it’s critical that an accessible, wide-reaching and affordable public transportation option is introduced to make travel easier and make all areas of the city easy to access.

Currently our group is considering designing a subway route, using a map, app and possibly a website to advertise and explain the system to the public. In particular, the app would be used to help navigate the subway system. It would have a basic map, so that users could see all possible destinations. Like Google Maps, they would be able to put in their current location and destination to figure out what trains to take and what stations to use. Arrival times of trains could also be viewed, as well as projected future arrival times and the current location of a desired train. The app could also be used in place of a subway card, though those could also be available, to get into the station and it would be linked to your bank account so that it can be easily reloaded to pay for travel.

 

The Uncle Who Works for Nintendo/The Girl in the Haunted House

The Uncle Who Works for Nintendo utilizes a text narrative overlaid on a photo. Considering that these games are primarily text only, using an image, in this case, helps set the eerie mood of the game/story while also giving it extra depth. There are certain pros and cons to using visuals with text. On one hand, as aforementioned, they can better set the tone of a game or story. Alternatively, using images may hinder the world building that goes on in the head of a reader. The Uncle Who Works for Nintendo seems to find a solution to this by using both photorealistic and more abstract images. The former sets the mood while the latter still allows a reader to imagine a visual during critical moments in the story, like when they encounter “The Uncle” for the first time.

The Girl in the Haunted House uses different colored text at certain points in the story. While some games may italicize or bold clickable links, a different color obviously makes hyperlinks more visible. Different colors could, however, be used to indicate different types of game interaction. For example, green could indicate action options (go into the room, talk to a character), yellow could be a hyperlink to background information to a plot point (how you met a character) and purple could lead to more precise visual descriptions of something in the story. Color could also be used to drive home an emotional point (angry dialogue could utilize red text).

Something that became clear when playing both The Girl in the Haunted House and The Uncle Who Works and then comparing them both is how functional fixedness can be detrimental to creating an innovative and engaging game. Color, different type face, color, size, italicization, highlighting, sound and images can be used typically, or creatively to make a text based game more immersive.

Audio Tutorial: Changing Pitch in Audacity

Changing the pitch of an audio clip is relatively simple.

First, highlight the audio clip you want to change the pitch of using the selection tool.

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Next, go to the top of the screen, click on “Effects” and then scroll down to where it says “Change Pitch“. Click on “Change Pitch“.

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Here is where you will change the actual pitch. The left drop down box lets you choose a starting pitch (what the pitch of the selected clip currently is), the right drop down box lets you choose an ending pitch (what you would like the pitch to be after having been changed). There are other settings, but adjusting the starting and ending pitch is the simplest way to change the pitch of a sound. You don’t necessarily need to know what your starting pitch is. If you’re not familiar with music, the best way to make the pitch higher is choose a note and then that note as a sharp (starting pitch: A ending pitch: A#). The best way to make the pitch lower to choose a note and then that note as a flat (starting pitch: B ending pitch: B). Select your starting and ending pitch and then click OK in the bottom left of the dialog box.

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All done! After clicking OK the dialog box should disappear and the pitch of your selected clip should be altered.

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Soundscape Preview

My primary goals for my soundscape are to make a somber experience seem more humorous and create a narrative that provides the listener an opportunity to reflect after listening. This clip in particular is the introduction to my story. Ideally the introduction will ease the transition into the narrative and intrigue the listener to some degree. Due to the nature of the story (the fact that it involves death), I wanted to make it clear that with storytelling comes a certain level of artistry that embellishes the reality of the actual experience. By no means was the experience in and of itself funny or a happy occurrence, but that doesn’t mean it can’t be transformed into a more lighthearted, positive tale.

I think the introduction is useful for setting the tone for the rest of the soundscape and introducing a musical motif that will be utilized throughout the soundscape. I think the music (aptly titled “Sad French Accordion”) will provide a melancholy element appropriate for the content of the story and will help balance out any humor incorporated into the narrative. I think the music also provides a nostalgic, wistful feel which is useful when recounting a memory. Since part of the story is indirectly set in Paris, the French style of the music helps create a sense of abstract space.

Once I finish the narrative as a whole I’ll have to go back and review how well this introduction fits into the story. My main concerns at this juncture are that the introduction will either make the story too long, or it won’t contribute strongly enough to the narrative as a whole and will feel out of place. Depending on the potential issue upon review, this introduction may have to be shortened or cut altogether. Hopefully, however, I’ll be able to retain the introduction.

Blog #4

The sound I selected was the noise of a coin spinning. It’s such an easily recognizable sound and I think it has a number of contexts it could be used in. The mood I would interested in evoking would be similar to a film noir. I would want the soundscape to evoke a dark, mysterious, vintage feeling. The soundscape would be set in roughly, the 1950’s.

The soundscape would begin outside. There would be a jazz number playing faintly in the background. The listener would hear the sound of a car driving by, the tires splashing the residual water from the rain earlier in the day. In the distance you would hear the sound of a police siren, fading in and then out. The most prominent noise would be that of footsteps walking down a sidewalk.

The footsteps would stop and the sound of a door opening would be heard and the faint murmur of voices. The jazz number would stop, being replaced by the music of a band and their singer in our new setting, a jazz club. The sound of someone pulling out a chair would be heard, then the dull noise of them sitting down. A muted exchange would be heard between the “main character” and a waiter, perhaps a main character ordering a drink. The primary focus would be on the noises of the environment, a woman laughing, the clinking of glasses, the instruments in the jazz band, or the throaty voice of the singer.

The interplaying sounds of the environment would be heard until the end of the soundscape. There the noise of a chair being pushed away from a table would play, and the voice of the “main character” would be heard clearly for the first and only time saying, “Keep the change”. Lastly, the sound of a coin spinning would be heard. All other noises would fade out so the audience is left only with the noise of the coin before it settles.

Blog #3

Creating an engaging podcast creates a unique challenge: finding a way to engage an audience purely through audio without the beats and melodies that typically make music interesting.

Limetown relies on the same concept that originally made Orson Welles’ radio broadcast The War of the Worlds so sensational, making fiction seem authentic. Dropping a narrative that relies on a traditional narrator (“X saw Y and said hello. X and Y walked down the street”) and instead utilizing audio from “real” people makes a listener doubt if what they rationally know to be fiction, really is. The audio recording of the 911 call between operator and caller makes listeners question its authenticity. The lack of clarity of the audio lends itself to making the podcast seem authentic. The orchestrators of Limetown recognizes that just as there are certain benefits to utilizing clear, easily understandable audio, clouded, “chaotic” audio can also help create a certain mood and atmosphere. The difficulty understanding the 911 caller causes a listener straining to hear what’s wrong, just as an operator would. We’re desperate to understand, both as an intrigued audience member and as the 911 operator as we put ourselves in their place. It’s a moment that has us looking over our shoulder as we listen to make sure everything is as it should be.

In contrast, Radio Lab utilizes not a contrast between clarity and chaos, but an insertion of additional sound into dialogue to maintain the listeners attention. What could be a dry retelling of a political tale is instead the adult version of a children’s picture book with sound effect buttons. Radio Lab uses sound to contribute to the narrative, in Limetown the sound is the narrative. Radio Lab makes the use of outside sounds obvious, while Limetown tries to integrate the sound. Ultimately, Limetown’s method proves most advantageous. It creates a stark realism that sets it apart from other podcasts.

Tutorial: Making Colored Video Monochromatic

 

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As you would normally, select the segment of the clip you want using the brackets ( { } ) and insert the clip into your sequence using the insert button (six buttons over from the right bracket button).

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Once the clip has been imported, go to the upper left and click on the “Effect Controls” tab. This tab is to the left of the tab that holds all of your imported clips. If there is no “Effect Controls” tab, go to the top of your screen and click “Window” and then “Effect Controls”.

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The “Effect Controls” box should be empty. Select the clip within your sequence that you wish to make black and white. A list of already implemented audio and video effects will appear.
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Go to the bottom left of your screen to the “Effects” box where different effect options are listed. Click on “Video Effects”.

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Under “Video Effects” is a long list of various effects. Click on “Color Correction”. Another list will appear.

 

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Find “Channel Mixer” in the list of effects under “Color Correction”. Drag and drop the title into the above “Effect Controls” box.

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Click on “Channel Mixer” within the “Effect Controls” box. A list will appear.

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Scroll to the bottom of the list to where it says “Monochr…” (Monochrome). Click on the box to the left of that to check the box, causing the video in your “Program” box (the box that shows your end result in the upper right) to turn black and white.

Screen Shot 2016-02-01 at 12.14.56 PMIf you need to adjust the levels of black, white and gray in the video, scroll back to the top of the “Channel Mixer” list and adjust the various color levels (Red-Red, Red-Green, Red-Blue, etc.). To do that, click and hold on the blue number adjacent to each color level and drag your mouse left or right to adjust the levels.