Incorporating player-generated audio in an electronic game
Incorporating player-generated audio in an electronic game is disclosed. Incorporation may include receiving an audio clip from art electronic game player, applying a modification to the audio clip to generate a chant, associating the chant to the execution of an event in the electronic game, retrieving the chant when the event in the electronic game is executed, and initiating the play of the chant upon execution of the event in the electronic game.
1. A method for incorporating player-generated audio in an electronic game, the method comprising:
receiving user selections, via a graphical user interface associated with an electronic game, that identifies one or more audio files;
receiving user selections, via the graphical user interface, that customizes the selected audio files, wherein the customization instructs a processing of the selected audio files in order to generate audio clips to be played within the electronic game;
associating the generated audio clips with one or more events within the electronic game, wherein at least one of the events is associated with two or more audio clips;
detecting that the at least one event associated with two or more audio clips within the electronic game has occurred; and
automatically playing one of the associated audio clips based on the detected event occurrence, wherein the played audio clip is selected for play from the two or more associated audio clips.
2. The method of claim 1 , wherein the audio file includes a recording of the player's voice.
3. The method of claim 1 wherein the audio file is a subsection of an audio file.
4. The method of claim 3 wherein the audio file includes music.
5. The method of claim 1 , wherein the graphical user interface includes a plurality of parameters that facilitates user customization of the audio clip to be played within the electronic game.
6. The method of claim 5 , wherein the plurality of parameters that facilitate user customization of the audio clip include identifying audio levels of the audio clip, dictating what portion of an audio file to use for the audio clip, and replaying the generated audio clip for the user to review.
7. The method of claim 5 , wherein the plurality of parameters that facilitate user customization of the audio clip includes adding additional audio to the audio file, an altering the variations in tone and other acoustic properties of the additional audio.
8. The method of claim 1 , wherein the associated events include one-time events, repeatable events or categories of two or more events.
9. The method of claim 1 , wherein the associated events include default events at least until the user associates new events for the audio clip.
10. The method of claim 1 , wherein the association of the audio clip with one or more events includes customizing a frequency of playing the audio clip when the associated event occurs.
11. The method of claim 1 , wherein the association of the audio clip with one or more events includes customizing duration of playing the audio clip when the associated event occurs.
12. The method of claim 1 , wherein selection of one of the associated audio clips is performed randomly.
13. A method for incorporating player-generated audio in an electronic game, the method comprising:
receiving user selections, via a graphical user interface associated with an electronic game, that identifies one or more audio files;
receiving user selections, via the graphical user interface, that customizes the selected audio files, wherein the customization instructs a processing of the selected audio files in order to generate audio clips to be played within the electronic game;
associating the generated audio clips with one or more events within the electronic game, wherein at least one of the events is associated with two or more audio clips;
detecting that the at least one event associated with two or more audio clips within the electronic game has occurred; and
automatically playing one of the associated audio clips based on the detected event occurrence, wherein the played audio clip is selected for play from the two or more audio clips.