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Numenera Audio Collection from Plate Mail Games

Created by Wes Otis

Professionally designed background loops for Monte Cook Games' Numenera setting! 112 tracks unlocked so far!

Latest Updates from Our Project:

Strange locations and sound moods
almost 7 years ago – Wed, Jul 19, 2017 at 11:52:49 AM

Numenera is a setting that embraces the strange. As I'm making the audio collection I'm finding there are two types of tracks. The first is the location sounds track which is common in all games. Town centers with people walking around. Fields with birds and bugs. Location sounds are meant to put a player in that area. Many times, especially with a setting like Numenera, I add strange sounds that we don't hear when we go outside to convey a mood or that this is not just some modern earth location. The core book, the guide book and the Torment book tracks are mostly location sound tracks. 

The second type of audio covers most of the Into books are mood pieces. Atmosphere tracks that convey the feeling of an area. Into the Deep is mostly underwater, shock I know, so the tracks for those locations are atmospheric in nature. They are meant to convey the deep and the strange. Into the Dark has locations in space as well as far off planets, so again many of the tracks set a tone for the weird an adventurer is encountering. Both these types allow GMs to set a scene beyond what just words can do. 

I'm really enjoying my tour through Numenera and beyond. The sounds of world billions of years into of our future set the tone for danger, mystery, and fun. 

Thanks for backing! 

Wes

 

 

Under the sea
almost 7 years ago – Thu, Jul 06, 2017 at 09:03:36 PM

Hello all,

Wanted to give you an update. I just finished the Into The Deep tracks today, which means I'll be starting Into The Night tracks. Once those tracks are done I'll start in on the stretch goals. As of right now we are on track for late September, the ocean tracks took a little longer due to a sudden apartment move we had to make. When I finish the Into the Night tracks, I'll update again.

Thanks you for your support,

Wes

 

Basics of creating audio for a location
almost 7 years ago – Tue, May 30, 2017 at 01:20:57 PM

I thought I talk about how I make the loops. When it comes to Numenera, I start by researching the location and getting a firm picture in my head of what it's like. Then I imagine what one might hear there. If the area is a wilderness or city, I start with sounds that would be familiar to any of us. This gives the listener a frame of reference they can grab onto. Next, I add in strange atmosphere sounds that the area inspires. Weird areas have less "normal" sounds as well as a hint of tension. These are place like Xakarl, which is an insect humanoid city. I feel humans, no matter what, would feel uncomfortable there, even if they are not in danger. 

For The Urulivan Plain, I kept it simple layering cold winds and distant low sonic booms together to create a feeling of frigid danger. Audio for gaming should always convey the spirit of the location without adding unwanted musical ups and downs. Layering and knowing when and when not to use reverb is really important as well. You want to cover the sonic field of high, mid range and low. This cake method is what is used every day in films and TV. 

Mixing these layers together is the final and some would say hardest step. I've heard a lot of bad RPG audio with to much reverb, or compression. If you listen to classic metal, reverb is overused in many of those albums. Iron Maiden's Some Where In Time and Metallica's Ride the Lightning both suffer from to much reverb. Now, locations are different. Reverb can be used to great effect to hint at a danger far off or vastness of a cavern. But again, you must be careful not to offer do it. 

Compression is when you set up volume perimeters for your sound to play within. So lets say you don't want any audio below -5 db (decibels) or louder than 10 db. The compressor basically pushes audio's volume into that loudness area. You hear it the most on FM radio. When listening to songs on your phone or whatever, the volume will be different from sone to song and album to album, but on FM radio, they are all the same volume level. They crush the dynamics of the music for volume consistency. On TV, they do a similar thing where show must stay within a set volume range, but many times commercials do not. That's why commercials pop in so loud compared to the show you are watching. Compression is a tool that if over used, can crush the dynamics of sound and

Anyway, thank you all for being apart of this Kickstarter. I really enjoy my work and your help makes it possible. As I continue to finish tracks, I'll talk more about what goes into them. 

Wes

Lockdown!
about 7 years ago – Mon, May 01, 2017 at 02:03:17 PM

Hello all,

I have locked down the pledges through Backerkit today. I will be sending out the add-on packs from past KS to you throughout the week. There are still 5 people who have not filled out their surveys. If you have not, please do. I'll update you all when all the tracks have been sent out. 

Thanks!

Wes 

Backerkit surveys needed!
about 7 years ago – Fri, Apr 21, 2017 at 03:26:55 PM

Hey everyone,

I'm going to be locking down the surveys at the end of April so I can send out the previous track packs. This does not include the new Strange add-on pack which will happen after or with the new Numenera tracks. If you have not filled out the survey, please do. 

Thanks

Wes