From ae8d61f18ef2f538e905478ca9ed03bd9319dde9 Mon Sep 17 00:00:00 2001 From: dantayy Date: Wed, 11 Apr 2018 22:43:36 -0400 Subject: [PATCH 1/4] Added my major project blog post to the list of blog posts --- _posts/2018-04-11-sonagraphic.md | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) create mode 100644 _posts/2018-04-11-sonagraphic.md diff --git a/_posts/2018-04-11-sonagraphic.md b/_posts/2018-04-11-sonagraphic.md new file mode 100644 index 0000000..216fd98 --- /dev/null +++ b/_posts/2018-04-11-sonagraphic.md @@ -0,0 +1,19 @@ +--- +layout: post +title: Sonagraphic +date: 2018-04-11 +categories: + - Major-Project +description: A proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay based on the music being played. I did a lot of research for this project over winter break, then spent a couple hours each week on average working on it from the end of winter break until submission. During that time I learned a lot about visual coding with Unreal 4's blueprint system, as well as the fundamentals of audio visualization, specifically what to look at in an audio file to extract a beat. The current build analyzes a manually input wav file as it's played for beats and allows the player to fire a special beam that deals instantaneous damage to all enemies in its path if they hit the special fire button on those beats. Consecutive beats hit on time widen the beam, and misses jam the special fire temporarily. My main issue ended up being the platform I was working on; time would've been better spent had I realized how nonexistant documentation is on implementing external C++ plugins into an Unreal project. If I were to do this again, I'd probably do it in Unity. There's a well documented audio analysis tool available on their storefront that was used to develop AudioShield (which was my original inspiration for this project). Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, I can focus more of my efforts on making the gameplay fun and adding features like song importing. +image: https://imgur.com/9geUqRp +image-sm: https://imgur.com/ApFXb5t +author: Nicholas Mercadante +author-image: https://avatars3.githubusercontent.com/u/25127906?s=460&v=4 +author-bio: 2nd Year Game Design & Development Student at the Rochester Institute of Technology +author-email: nvm6501@rit.edu +author-social: + github: https://github.com/dantayy + linkedin: https://www.linkedin.com/in/nicholas-mercadante/ +--- + +Post content goes here! From d9b56d732a57c792d243170cb4ac0c4dcae3d6bf Mon Sep 17 00:00:00 2001 From: dantayy Date: Wed, 11 Apr 2018 22:54:57 -0400 Subject: [PATCH 2/4] updated my post to conform with post standards --- _posts/2018-04-11-sonagraphic.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/_posts/2018-04-11-sonagraphic.md b/_posts/2018-04-11-sonagraphic.md index 216fd98..5882744 100644 --- a/_posts/2018-04-11-sonagraphic.md +++ b/_posts/2018-04-11-sonagraphic.md @@ -4,7 +4,7 @@ title: Sonagraphic date: 2018-04-11 categories: - Major-Project -description: A proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay based on the music being played. I did a lot of research for this project over winter break, then spent a couple hours each week on average working on it from the end of winter break until submission. During that time I learned a lot about visual coding with Unreal 4's blueprint system, as well as the fundamentals of audio visualization, specifically what to look at in an audio file to extract a beat. The current build analyzes a manually input wav file as it's played for beats and allows the player to fire a special beam that deals instantaneous damage to all enemies in its path if they hit the special fire button on those beats. Consecutive beats hit on time widen the beam, and misses jam the special fire temporarily. My main issue ended up being the platform I was working on; time would've been better spent had I realized how nonexistant documentation is on implementing external C++ plugins into an Unreal project. If I were to do this again, I'd probably do it in Unity. There's a well documented audio analysis tool available on their storefront that was used to develop AudioShield (which was my original inspiration for this project). Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, I can focus more of my efforts on making the gameplay fun and adding features like song importing. +description: Proof-of-concept game demo that uses audio analysis to affect gameplay. Learned how to use Unreal, in particular its visual coding "Blueprints", as well as basic concepts of audiovisualization.A proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay based on the music being played. I did a lot of research for this project over winter break, then spent a couple hours each week on average working on it from the end of winter break until submission. During that time I learned a lot about visual coding with Unreal 4's blueprint system, as well as the fundamentals of audio visualization, specifically what to look at in an audio file to extract a beat. The current build analyzes a manually input wav file as it's played for beats and allows the player to fire a special beam that deals instantaneous damage to all enemies in its path if they hit the special fire button on those beats. Consecutive beats hit on time widen the beam, and misses jam the special fire temporarily. My main issue ended up being the platform I was working on; time would've been better spent had I realized how nonexistant documentation is on implementing external C++ plugins into an Unreal project. If I were to do this again, I'd probably do it in Unity. There's a well documented audio analysis tool available on their storefront that was used to develop AudioShield (which was my original inspiration for this project). Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, I can focus more of my efforts on making the gameplay fun and adding features like song importing. image: https://imgur.com/9geUqRp image-sm: https://imgur.com/ApFXb5t author: Nicholas Mercadante @@ -17,3 +17,17 @@ author-social: --- Post content goes here! +A proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay +based on the music being played. I did a lot of research for this project over winter break, +then spent a couple hours each week on average working on it from the end of winter break until submission. +During that time I learned a lot about visual coding with Unreal 4's blueprint system, +as well as the fundamentals of audio visualization, specifically what to look at in an audio file to extract a beat. +The current build analyzes a manually input wav file as it's played for beats and allows the player to fire +a special beam that deals instantaneous damage to all enemies in its path if they hit the special fire button on those beats. +Consecutive beats hit on time widen the beam, and misses jam the special fire temporarily. +My main issue ended up being the platform I was working on; time would've been better spent +had I realized how nonexistant documentation is on implementing external C++ plugins into an Unreal project. +If I were to do this again, I'd probably do it in Unity. There's a well documented audio analysis tool available +on their storefront that was used to develop AudioShield (which was my original inspiration for this project). +Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, +I can focus more of my efforts on making the gameplay fun and adding features like song importing. \ No newline at end of file From d0f6c9402dec95703aa2aca18e111a8456ea3e15 Mon Sep 17 00:00:00 2001 From: dantayy Date: Wed, 11 Apr 2018 23:57:42 -0400 Subject: [PATCH 3/4] Made minor adjustments to the post (header, trimming excess description content, etc) --- _posts/2018-04-11-sonagraphic.md | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/_posts/2018-04-11-sonagraphic.md b/_posts/2018-04-11-sonagraphic.md index 5882744..a8a9416 100644 --- a/_posts/2018-04-11-sonagraphic.md +++ b/_posts/2018-04-11-sonagraphic.md @@ -4,7 +4,7 @@ title: Sonagraphic date: 2018-04-11 categories: - Major-Project -description: Proof-of-concept game demo that uses audio analysis to affect gameplay. Learned how to use Unreal, in particular its visual coding "Blueprints", as well as basic concepts of audiovisualization.A proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay based on the music being played. I did a lot of research for this project over winter break, then spent a couple hours each week on average working on it from the end of winter break until submission. During that time I learned a lot about visual coding with Unreal 4's blueprint system, as well as the fundamentals of audio visualization, specifically what to look at in an audio file to extract a beat. The current build analyzes a manually input wav file as it's played for beats and allows the player to fire a special beam that deals instantaneous damage to all enemies in its path if they hit the special fire button on those beats. Consecutive beats hit on time widen the beam, and misses jam the special fire temporarily. My main issue ended up being the platform I was working on; time would've been better spent had I realized how nonexistant documentation is on implementing external C++ plugins into an Unreal project. If I were to do this again, I'd probably do it in Unity. There's a well documented audio analysis tool available on their storefront that was used to develop AudioShield (which was my original inspiration for this project). Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, I can focus more of my efforts on making the gameplay fun and adding features like song importing. +description: Proof-of-concept game demo that uses audio analysis to affect gameplay. Learned how to use Unreal, in particular its visual coding "Blueprints", as well as basic concepts of audiovisualization. image: https://imgur.com/9geUqRp image-sm: https://imgur.com/ApFXb5t author: Nicholas Mercadante @@ -16,8 +16,8 @@ author-social: linkedin: https://www.linkedin.com/in/nicholas-mercadante/ --- -Post content goes here! -A proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay +#Summary +Sonagraphic is proof of concept for a twin-stick shooter that utilizes audio analysis to affect gameplay based on the music being played. I did a lot of research for this project over winter break, then spent a couple hours each week on average working on it from the end of winter break until submission. During that time I learned a lot about visual coding with Unreal 4's blueprint system, @@ -30,4 +30,5 @@ had I realized how nonexistant documentation is on implementing external C++ plu If I were to do this again, I'd probably do it in Unity. There's a well documented audio analysis tool available on their storefront that was used to develop AudioShield (which was my original inspiration for this project). Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, -I can focus more of my efforts on making the gameplay fun and adding features like song importing. \ No newline at end of file +I can focus more of my efforts on making the gameplay fun and adding features like song importing. +Currently can be viewed and cloned at github: https://github.com/dantayy/Sonagraphic \ No newline at end of file From 838917dbac0a979413d227034812fc88309c56a0 Mon Sep 17 00:00:00 2001 From: dantayy Date: Thu, 12 Apr 2018 13:57:42 -0400 Subject: [PATCH 4/4] modified the link to the github repo in my blog post. --- _posts/2018-04-11-sonagraphic.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_posts/2018-04-11-sonagraphic.md b/_posts/2018-04-11-sonagraphic.md index a8a9416..b98152c 100644 --- a/_posts/2018-04-11-sonagraphic.md +++ b/_posts/2018-04-11-sonagraphic.md @@ -31,4 +31,4 @@ If I were to do this again, I'd probably do it in Unity. There's a well documen on their storefront that was used to develop AudioShield (which was my original inspiration for this project). Especially now that I have a better understanding of what's going on behind the scenes to grab beats from a song, I can focus more of my efforts on making the gameplay fun and adding features like song importing. -Currently can be viewed and cloned at github: https://github.com/dantayy/Sonagraphic \ No newline at end of file +The project currently can be viewed and cloned [here](https://github.com/dantayy/Sonagraphic). \ No newline at end of file