A new project i’m working on with my friend and programmer Ray Ray (he will accept this name in time).
Sound Doll is the working title of a game idea Ray Ray and I will be making together throughout the year. The idea of the game is an iPhone app that uses measured audio such as frequency, volume and stereo field parameters to trigger an animation rig in real time. The user will be able to load in their own music to trigger the rig in exciting and unpredictable ways. There will also be the ability for the user to plug in an audio source, such as a microphone and trigger the rig themselves.
I was inspired by this video and I imagine the game will look a lot like this but a lot less controlled!
40Hz – 200Hz – Feet
200Hz – 500Hz – Hips
500Hz – 800Hz – Knees
800Hz – 1kHz – Torso
1kHz – 5kHz – Arms
5kHz – 10kHz – Head
Within each section for example the arms, there are the shoulders, elbows, hands and individual fingers. The animation within these more detailed facets will be randomized by the program to
ensure maximum inconsistency with dance moves. A threshold will be placed on each joint so that once a joint has moved, it cannot move again for a certain amount of time. This will ensure the dance is defined and moves are broken up and easier to identify.
Most tracks are mastered at 0dB which would make the volume parameter irrelevant for most commercial tracks. However, for the microphone input this would be relevant. To reach a compromise there will be a threshold between – 3dB and 0db in which the data will be randomized. Below that threshold the volume parameter will be active and will trigger the size of the animation. Eg. The quieter the sound. The smaller the movement will be. The louder the sound. The larger the movement will be.
This will control which side of the body moves. If there is more audio information in the left channel then the left side of the body will be moving more than the right side and vice versa. Most music has a balanced stereo field but when there is a drum roll or a guitar is off to a side it will be seen in the animation and will be a good feature to make the game more interesting. In the case of mono tracks this information will not work causing both sides of the rig to be triggered equally.
It’s going to be a fun project to work on. Almost at the test build stage now. I’ll post the results of the test build and some videos that i’m sure will be very interesting.
P.S. For the audio fans, the binaural recording is finished and will be released soon but for you guys I thought i’d do a sneaky early release for you on my site so keep an eye out