Case Study 2- One Hand Clapping
Introduction
One Hand Clapping is a 2D platformer that invites the player to sing to solve musical puzzles through their microphone and alter the world around them.All the player need is a microphone, headphones, and to play with their voice. Stand their ground against a hostile city's crowds; walk through the expansive, multicoloured biomes and sing to change the world; sing along on their musical journey with whimsical hermits.
This game is created by Bad Dream Games for people to explore the joy of singing. Singing is a magical thing that everyone can do but we don't normally sing unless we're in a bathroom or in a car where no one can hear. One Hand Clapping is a game that encourages players to make a difference inside the in-game environment by using their voice.
Interaction
One Hand Clapping lets the player discover the power that rests within their vocal cords while solving distinctive puzzles that require rhythm and a good ear. To resolve harmonic and pitch-focused challenges, the player must develop confidence in your singing voice and explore many different mechanics.
At the beginning, the game will calibrate to the voice of the player, so they are never required to sing notes outside of their vocal range. After calibrating, the player can control the hermit to move around by pressing on the keys. After learning the basics, the player need to use their voice to solve the puzzles they face, helping the hermit to across the landscape. Where there are places that the hermit can't just run up or over, the player can sing a platform that they can walk on to life. For instance, there are flowers that will only bloom if the player sing the correct note, opening up to provide a jumping platform, while bigger devices require the player to sing a certain phrase.
The background music the player accompanying is ambient and relaxed, and they follow the rhythm later when they are singing refrains back to a floating flower lady, so you know when it's their turn to sing.
How does it work?
To make the features work, the developer team used Unity's native mic class to record the player, then used an FFT algorithm to find the pitch as close to real-time as they could. When the player does the lowest comfortable note, it sets that pitch as the low end of your range, which is one octave. All the puzzles are based on the player's current pitch relative to that range.
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