Act 3
The third and final act is the culmination of all three elements together and is the most important section of the composition with regard answering the research question being researched in the project. Ambient audio is introduced and spatial processing techniques are utilised with the intention of portraying a set narrative to give any listener/player a definitive location in which the protagonist or character is traversing at that current moment in time.
Ambience and Environment
For the final piece of the puzzle, several layers of ambience were added to provide the sense of a specific location. For the first couple of minutes, you hear calming birdsong to accompany the footsteps which focus on the grassy material. This creates a shift in the mood of the music as the string instrument notes seem to change from a somewhat sorrowful arrangement and begin a sharp uplift into a cheerful melody. As the character continues to traverse the imagined world, he begins to pass alongside a water stream with a fairly strong current, indicating that the area being travelled has changed from a calm sunny morning into a windy afternoon. All of a sudden, thunder rumbles, rain begins to fall and once again the musical score shifts from being cheerful and begins feeling intense as the character seeks to speed up and escape the weather. Waves begin crashing against rocks suggesting that the protagonist is nearby the ocean, until finally, things seem to calm down as we enter a cave. Thunder and lighting starts to dull and distance from our protagonist and the echoes of water drips inside the cave start to reach our ears. The utilisation of subtle convolution reverb patches is used in this section to showcase the different environments being portrayed within each ambience layer. As the composition comes to a close, the musical score drones out similarly to how it began and the footsteps become the final mention in the piece with the textures of wet splashes and muddy terrain providing the sense of being inside a cave nearby the sea.
Convolution reverb implemented for each clea locational setting.