Original Post: 8th July, 2018
Description
Intended to showcase one type of narrative mechanism made possible by the unique combination of real world input, Pure Data and Wwise. In theory this is a book that, when opened, narrates a story from a randomly selected position within the recording which deteriorates into digital noise as the story progresses. When the book is closed the voiceover fades away, when it is reopened it starts the story at a new random position and also at a greater level of deterioration. Eventually it becomes impossible to hear the story, no matter how many times the book is opened. This build was inspired by the idea of the ‘audio log’, a narrative device widely used in videogames to tell concurrent stories, extend the game world beyond what the player directly experiences and provide clues or context for missions etc. In this example the audio is given to you non-linearly in that it could begin the story from any point, giving the impression that this audio log is deteriorating in front of you. This could obviously be changed into a more standard narrative telling device if required.
Preparing Audio
For this demonstration, four stories were prepared using archive recordings from a previous project of mine. One copy of each recording was kept clean and the other affected using Glitch Machines ‘Fracture’ plugin to create a deteriorated glitchy digital noise version. The impression of gradual deterioration is achieved by crossfading between these two files.
A chain reaction of processes follows the disconnection of the circuit besides the triggering of ‘Play_Story_03’ event. These control the RTCP value assigned to the level of deterioration:
When the circuit is closed (i.e. when the magnet is close to the reed switch) the ‘Stop_Story_03’ event is triggered in Wwise to fade out the story. The count is reset but the previous starting level of deterioration is remembered by the patch unless manually reset.
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