{"id":999,"date":"2020-01-28T08:52:33","date_gmt":"2020-01-28T14:52:33","guid":{"rendered":"https:\/\/timcorpus.net\/?p=999"},"modified":"2020-01-28T08:52:36","modified_gmt":"2020-01-28T14:52:36","slug":"viking-village-part-iii","status":"publish","type":"post","link":"https:\/\/timcorpus.net\/index.php\/2020\/01\/28\/viking-village-part-iii\/","title":{"rendered":"The Viking Village Part III: Soundscapes"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">In building the soundscape of the Viking Village scene, I mixed a variety of different sounds together in FMOD to create the right atmosphere. In the <a href=\"https:\/\/timcorpus.net\/index.php\/2020\/01\/19\/viking-village-part-ii\/\">last post<\/a> I placed my first few sounds. Remember, this is Houlgate, a fictional small village on the coast of a mysterious country. It\u2019s autumn and today the wind and seas are quiet.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I\u2019m only going to cover a few of the other sound design\nchoices I made, but these are the ones I think were important in my process of\nlearning to use FMOD and Unity together.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The\nWolf<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">After a lot of searching, I found a wolf sound on freesound.com that would work. In FMOD I set the track up and added some time after the sound ended to make sure it wouldn\u2019t be played back immediately if the player remained in the trigger area. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To make Mr. Wolf feel distant, I added a reverb send. I increased the reverb time and wet sound and cut some of the dry. I decided to do all of this in FMOD to work specifically with its features, instead of using one of my reverb plug-ins in my DAW.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"559\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-1024x559.jpg\" alt=\"\" class=\"wp-image-1077 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-1024x559.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-300x164.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-768x419.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-380x208.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-20x11.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-190x104.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-760x415.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Wolf-600x328.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/559;\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Back to Unity. I created a cube and set it to a large area, something like 30 x 20 x 30 on the north side of the village. Entering this cube is a trigger for the sound. So in the FMOD Sound Emitter I am not selecting <em>object start<\/em> like with the music, the water, or the torches. This needs to be on Trigger Enter, otherwise the player may miss the sound before they get to the trigger area. Also, I set a parameter that this can only be cued once per minute, I don\u2019t want it repeating over and over.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Crane<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">To build this crane sound, I followed the <a href=\"https:\/\/youtu.be\/GSRpgLTBn9Y\">tutorial<\/a> closely.<\/p>\n\n\n\n<figure class=\"wp-block-gallery columns-2 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex\"><ul class=\"blocks-gallery-grid\"><li class=\"blocks-gallery-item\"><figure><img decoding=\"async\" width=\"1024\" height=\"519\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-1024x519.jpg\" alt=\"\" data-id=\"1073\" class=\"wp-image-1073 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-1024x519.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-300x152.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-768x389.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-380x192.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-20x9.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-190x96.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-760x385.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_crane-600x304.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/519;\" \/><\/figure><\/li><li class=\"blocks-gallery-item\"><figure><img decoding=\"async\" width=\"1024\" height=\"559\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-1024x559.jpg\" alt=\"\" data-id=\"1078\" data-full-url=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane.jpg\" data-link=\"https:\/\/timcorpus.net\/?attachment_id=1078\" class=\"wp-image-1078 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-1024x559.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-300x164.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-768x419.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-380x207.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-20x11.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-190x104.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-760x415.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Crane-600x327.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/559;\" \/><\/figure><\/li><\/ul><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Armory<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">First, I looked through my scene for the right location of the\narmory (there are quite a few buildings available). I chose a building that was\na single story, this would only fit probably a dozen people max at a time. I\ntook that into account in building my sound \u2013 it\u2019s not a huge building, it\u2019s\ngot a low roof, so the sounds are not echoing, it should be dry.<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p class=\"wp-block-paragraph\">The sounds mixed include:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>Arrows hitting a target<\/li><li>Multiple swords clashing<\/li><li>Metal crunch sounds<\/li><li>Male grunt sounds<\/li><li>Rustling sounds of fabric<\/li><\/ul>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"519\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-1024x519.jpg\" alt=\"\" class=\"wp-image-1072 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-1024x519.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-300x152.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-768x389.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-380x193.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-20x9.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-190x96.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-760x385.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_armory-600x304.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/519;\" \/><\/figure>\n<\/div>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">This multi-sound took a bit of time to mix all of them together. I also decided to offset each of the sounds in the track layout in addition to making them displace playback start. Visually I wanted to know that these sounds were not overlapping, so it would sound like a lot of clanging and commotion. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I also set random modulation throughout in pitch (for some of\nthe sounds only), start time, and volume. Now, if you stand in front of the\narmory, you won\u2019t hear exactly the same sounds in the same order and timing.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Working with a multi-sound required some mixing. I listened back on speakers and my headphones to make sure I had a good mix. It will likely need adjusting once I place it in the game with the music and other sounds. <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"560\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-1024x560.jpg\" alt=\"\" class=\"wp-image-1076 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-1024x560.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-300x164.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-768x420.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-380x208.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-20x11.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-190x104.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-760x415.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/FMOD_Armory-600x328.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/560;\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Again, I created a cube with the FMOD Sound Emitter component.\nI ended up making the box only a little bigger than the building, but after\ntrying it out in-game I realized that experiencing this space and sound was\nbest from the wooden walkway. Therefore, I increased the size of the cub to\nreach both walkways.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Townspeople<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">For the NPC&#8217;s, I decided to use some pre-recorded stuff for this first version, because I&#8217;ve been so tight on time. I <em>do<\/em> plan to come back and make a final version with my own audio. I just can&#8217;t do it now.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I found some character assets on the Unity Asset Store,\ndownloaded, and imported them into the game. I placed them in their respective\nlocations and at first I added the FMOD sound emitter to them. I had their\nvoice tracks start on object start. This was the wrong decision. As soon as the\ngame started, they started talking, even though I wasn\u2019t near them. So for some\nof the characters I thought they weren\u2019t cuing the sounds, but it turned out\nthey had already said their lines before I got to them.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To fix this, I decided to add a sphere that had a close radius\nto them to trigger. Now the player has to be within a few steps of the\ncharacter to cue the voice. In the sphere I added the FMOD Sound Emitter and\nselected start on entry. This solved the issue.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I did however, forget to remove a loop from the Elven Warrior,\nso she just said \u201chello?\u201d over and over and over\u2026oops.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"518\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-1024x518.jpg\" alt=\"\" class=\"wp-image-1081 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-1024x518.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-300x152.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-768x389.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-380x192.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-20x9.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-190x96.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-760x384.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_bartley-600x304.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/518;\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Tavern<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Mixing the tavern was a fun challenge. I wanted this to sound\nlively, but distant in a building. Originally, I wanted to do some found sound\nrecording and mix it in Reaper as if it was music. I even thought about the\nstructure with verse and choruses. However, at this time, I decided to go with\nsome sounds I found and downloaded and mixed those instead. I think in the\nfuture, I\u2019ll do more of the recording all sounds myself.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In FMOD I set up the loops and the random modulation. I am also planning to do some EQ work later to make this sound more muted since it\u2019s inside a building.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Now to place in Unity<\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">I selected a two-story building in the heart of the village.\nJust like the other sounds, I created a box surrounding the building to trigger\nthe sound. <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"450\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-1024x450.jpg\" alt=\"\" class=\"wp-image-1082 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-1024x450.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-300x132.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-768x338.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-380x167.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-20x9.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-190x84.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-760x334.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_tavern-600x264.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/450;\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Next up, I\u2019ll discuss how I wrote the music and placed it in\nthe scene.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In building the soundscape of the Viking Village scene, I mixed a variety of different sounds together in FMOD to create the right atmosphere. In the last post I placed my first few sounds. Remember, this is Houlgate, a fictional small village on the coast of a mysterious country. It\u2019s autumn and today the wind&hellip;<\/p>\n","protected":false},"author":2,"featured_media":1075,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_wp_convertkit_post_meta":{"form":"-1","landing_page":"0","tag":"0","restrict_content":"0"},"footnotes":""},"categories":[146],"tags":[150,164,166,165,149,147,152],"class_list":["post-999","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-journal","tag-fmod","tag-houlgate","tag-sfx","tag-sound-design","tag-unity","tag-video-game-music","tag-viking-village"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Viking Village Part III: Soundscapes - Tim Corpus<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/timcorpus.net\/index.php\/2020\/01\/28\/viking-village-part-iii\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The Viking Village Part III: Soundscapes - Tim Corpus\" \/>\n<meta property=\"og:description\" content=\"In building the soundscape of the Viking Village scene, I mixed a variety of different sounds together in FMOD to create the right atmosphere. In the last post I placed my first few sounds. Remember, this is Houlgate, a fictional small village on the coast of a mysterious country. It\u2019s autumn and today the wind&hellip;\" \/>\n<meta property=\"og:url\" content=\"https:\/\/timcorpus.net\/index.php\/2020\/01\/28\/viking-village-part-iii\/\" \/>\n<meta property=\"og:site_name\" content=\"Tim Corpus\" \/>\n<meta property=\"article:published_time\" content=\"2020-01-28T14:52:33+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2020-01-28T14:52:36+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_full-map.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1965\" \/>\n\t<meta property=\"og:image:height\" content=\"995\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"timcorpus-net-Admin\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"timcorpus-net-Admin\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/\"},\"author\":{\"name\":\"timcorpus-net-Admin\",\"@id\":\"https:\\\/\\\/timcorpus.net\\\/#\\\/schema\\\/person\\\/4adb520025767d3310d54487337e9c9f\"},\"headline\":\"The Viking Village Part III: Soundscapes\",\"datePublished\":\"2020-01-28T14:52:33+00:00\",\"dateModified\":\"2020-01-28T14:52:36+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/\"},\"wordCount\":981,\"commentCount\":0,\"image\":{\"@id\":\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/timcorpus.net\\\/wp-content\\\/uploads\\\/2020\\\/01\\\/Unity_full-map.jpg\",\"keywords\":[\"fmod\",\"houlgate\",\"sfx\",\"sound design\",\"unity\",\"video game music\",\"viking village\"],\"articleSection\":[\"Journal\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/\",\"url\":\"https:\\\/\\\/timcorpus.net\\\/index.php\\\/2020\\\/01\\\/28\\\/viking-village-part-iii\\\/\",\"name\":\"The Viking Village Part III: Soundscapes - 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