HAVEN
A interactive audio adventure by Devind Koswatte
As you progress though the story, a basic sine wave is maniuplated using effects such as delay, distortion, reverb and a flanger.
This game is meant to be played with headphones and sound.
WARNING: this game may get very loud at times and the sounds may get very trippy. Just close the game if it gets too out of hand
This game is also best enjoyed in full screen (press f11 on your keyboard) and when the sidebar is hidden!
<h1>HAVEN</h1>
A interactive audio adventure by Devind Koswatte
As you progress though the story, a basic sine wave is maniuplated using effects such as delay, distortion, reverb and a flanger.
This game is meant to be played with headphones and sound.
WARNING: this game may get very loud at times and the sounds may get very trippy. Just close the game if it gets too out of hand
This game is also best enjoyed in full screen (press f11 on your keyboard) and when the sidebar is hidden!
<<timed 3s transition>>
[[Start!]]
<</timed>>
<script>
var sound = new Pizzicato.Sound({
source: 'wave',
options: {frequency: 130.81}
});
sound.volume = 0.4;
sound.attack = 0.9;
sound.release = 0.9;
sound.play();
</script>
<h1> You can not stop [[moving]] away from the sound,</h1>
<script>
var sound = new Pizzicato.Sound({
source: 'wave',
options: {frequency: 130.81}
});
sound.volume = 0.5;
sound.attack = 0.9;
sound.release = 0.9;
var delay = new Pizzicato.Effects.Delay({
feedback: 0.8,
time: 0.22,
mix: 0.75
});
sound.addEffect(delay);
sound.play();
</script>
<h1> the sound grows... will you [[stop]] or will you [[move]] forward? </h1>
<script>
var sound = new Pizzicato.Sound({
source: 'wave',
options: {frequency: 130.81}
});
sound.volume = 0.1;
sound.attack = 0.9;
sound.release = 0.9;
var delay = new Pizzicato.Effects.Delay({
feedback: 0.8,
time: 0.22,
mix: 0.75
});
var distortion = new Pizzicato.Effects.Distortion({
gain: 1
});
sound.addEffect(distortion);
sound.addEffect(distortion);
sound.addEffect(distortion);
sound.addEffect(delay);
sound.play();
</script>
<h1> you are standing still... the sound stops</h1>
<<timed 2s>>
the sound..... you can faintly hear it...
<<next>>
will you [[stay]] as you are, or will you [[move]]
<</timed>>
<script>
var sound = new Pizzicato.Sound({
source: 'wave',
options: {frequency: 130.81}
})
sound.volume = 0.6;
sound.attack = 1;
sound.release = 1;
var delay = new Pizzicato.Effects.Delay({
feedback: 0.8,
time: 0.22,
mix: 0.75
});
sound.addEffect(delay);
sound.play();
</script>
the sound it grows..... you can't take much more
you see a cave on a stray path
<<timed 2.5s>>
do you continue to [[run]] or take shelter in the [[cave]]
<</timed>><<timed 1s>>
the sound it grows louder and louder... stronger and stronger
<<next 2s>>
you can't bear it any longer, the ground shakes, your ears bleed...
<<next 2.5s>>
you can't take it any longer
<</timed>>
<<timed 9.5s>><<goto "end">><</timed>>
<html>
<head>
<title>Page Title</title>
<style>
@-webkit-keyframes argh-my-eyes {
0% { background-color: #fff; }
49% { background-color: #fff; }
50% { background-color: #000; }
99% { background-color: #000; }
100% { background-color: #ff0000; }
}
@-moz-keyframes argh-my-eyes {
0% { background-color: #ff0000; }
49% { background-color: #ff0000; }
50% { background-color: #000; }
99% { background-color: #000; }
100% { background-color: #ff0000; }
}
@keyframes argh-my-eyes {
0% { background-color: #ff0000; }
49% { background-color: #ff0000; }
50% { background-color: #000; }
99% { background-color: #000; }
100% { background-color: #ff0000; }
}
body {
-webkit-animation: argh-my-eyes 0.5s 1;
-moz-animation: argh-my-eyes 0.5s 1;
animation: argh-my-eyes 0.5s 1;
}
</style>
</head>
<body>
</body>
</html>
<h1> you don't know</h1>
<<timed 2s>>
you can't fight it, you can't do anything
<<next 2s>>
you reach the haven
<</timed>>
<<timed 8s>><div class="wrapper"></div>
<</timed>>
you run as far as possible, yet the sound it follows you
you reach the end..
<<timed 3.5s>><<goto "run end">><</timed>>
<script>
var sound = new Pizzicato.Sound({
source: 'wave',
options: {frequency: 130.81}
})
sound.volume = 0.6;
sound.attack = 1;
sound.release = 1;
var delay = new Pizzicato.Effects.Delay({
feedback: 0.8,
time: 0.22,
mix: 0.75
});
var reverb = new Pizzicato.Effects.Reverb({
time: 5,
decay: 2,
reverse: true,
mix: 1
});
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(reverb);
sound.addEffect(delay);
sound.play();
</script>
the sound it echoes.. it is getting closer
the sound, it bounces on the cave walls
you reach the end of the cave
will you [[run]] to it or will you [[take]] it?you embrace the sound,
<<timed 3s>>
you did it
<</timed>>
<<timed 8s>><div class="wrapper"></div>
<</timed>><script>
var sound = new Pizzicato.Sound({
source: 'wave',
options: {frequency: 130.81}
})
sound.volume = 0.5;
sound.attack = 0.9;
sound.release = 0.9;
var delay = new Pizzicato.Effects.Delay({
feedback: 0.8,
time: 0.22,
mix: 0.75
});
var distortion = new Pizzicato.Effects.Distortion({
gain: 1
});
var reverb = new Pizzicato.Effects.Reverb({
time: 1,
decay: 0.8,
reverse: true,
mix: 0.5
});
sound.addEffect(reverb);
sound.addEffect(distortion);
sound.addEffect(delay);
sound.addEffect(delay);
sound.play();
<div class="wrapper"></div>
you diddn't get what you came for.
<<timed 2s>>
better luck next time
<</timed>>T