{"id":2330,"date":"2019-05-29T15:08:12","date_gmt":"2019-05-29T06:08:12","guid":{"rendered":"https:\/\/blog.criware.com\/?p=2330"},"modified":"2019-09-19T13:32:48","modified_gmt":"2019-09-19T04:32:48","slug":"creating-a-confused-status-sound-effect-in-atom-craft","status":"publish","type":"post","link":"https:\/\/blog.criware.com\/index.php\/2019\/05\/29\/creating-a-confused-status-sound-effect-in-atom-craft\/","title":{"rendered":"Creating a Confused Status Sound Effect in Atom Craft"},"content":{"rendered":"<p>Randomly pitched string-like sounds can be an effective way of communicating a confused status effect in games which are stylistic. With a simple loop and some pitch randomization, we can create this effect with little effort.<\/p>\n<div style=\"max-width: 800px; margin: 0 auto; margin-bottom: 20px;\">\n<div style=\"width: 800px;\" class=\"wp-video\"><video class=\"wp-video-shortcode\" id=\"video-2330-1\" width=\"800\" height=\"450\" preload=\"metadata\" controls=\"controls\"><source type=\"video\/mp4\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/1905_AtomCraft.mp4?_=1\" \/><a href=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/1905_AtomCraft.mp4\">https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/1905_AtomCraft.mp4<\/a><\/video><\/div>\n<\/div>\n<div style=\"text-align: center;\">\n<a style=\"display: inline-block; border: 1px solid #ccc; padding: 20px;\" href=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/ConfusedAssets.zip\"><br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1813\" style=\"display: inline-block;\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2018\/06\/zip.png\" alt=\"zip\" width=\"80\" height=\"78\"><br \/>\nConfusedAssets.zip<\/a>\n<\/div>\n<p>&nbsp;<br \/>\nTo start, we generated 10 samples using a modular software synthesizer. Our modular patch uses a Karplus-Strong algorithm to simulate a plucked string. Its pitch is shifted according to an envelope and randomized. The attack of the sound is then soften a bit with an ADSR.<\/p>\n<p>With the 10 variations imported into Atom Craft, we can now create our playback logic. To achieve this, we need a:<\/p>\n<ul>\n<li><strong>Random No Repeat<\/strong> Cue named Cue_status_confused_container<\/li>\n<li><strong>Polyphonic Cue<\/strong> named Cue_status_confused<\/li>\n<\/ul>\n<p>The \u201ccontainer\u201d Cue can hold all of the assets generated, which we can link to our polyphonic Cue by dropping the \u201ccontainer\u201d Cue onto it. We can then right-click on our polyphonic Cue and call <strong>Create Marker <\/strong>to create a loop. This Marker can be set up with the default <strong>Sequence Loop<\/strong> type, and <strong>Number of Loops <\/strong>set to 10. If the status effect within the game isn\u2019t set by a predetermined length of time, you can instead opt for creating your loop logic inside of the game engine. Finally, we can adjust our <strong>Pitch Random Range<\/strong> to add further randomization and variation to our Cue during playback.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2332\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/10-2.png\" alt=\"10-2\" width=\"1240\" height=\"576\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/10-2.png 1240w, https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/10-2-300x139.png 300w, https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/10-2-768x357.png 768w, https:\/\/blog.criware.com\/wp-content\/uploads\/2019\/05\/10-2-1024x476.png 1024w\" sizes=\"auto, (max-width: 1240px) 100vw, 1240px\" \/><\/p>\n<p>And that\u2019s all it takes! This blog showcases a quick and simple system which allows for a high degree of customization during testing (which means you don\u2019t have to stick to using a static loop). You can, however, still use this method to generate loops by bouncing them out after-the-fact, if you don\u2019t need to iterate further nor require special gameplay logic.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Randomly pitched string-like sounds can be an effective way of communicating a confused status effect in games which are stylistic.<\/p>\n","protected":false},"author":2,"featured_media":2528,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"colormag_page_container_layout":"default_layout","colormag_page_sidebar_layout":"default_layout","footnotes":""},"categories":[5,7],"tags":[],"class_list":["post-2330","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-adx","category-tutorials"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.9 - aioseo.com -->\n\t<meta name=\"description\" content=\"Randomly pitched string-like sounds can be an effective way of communicating a confused status effect in games which are stylistic. 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