Audio Recognition Game

This experimental 2D side-scrolling shooter utilizes voice amplitude to control bullet size and strength. Players balance vocal volume for effective attacks while managing cooldowns for shouting. The game blends classic shooter gameplay with innovative audio input mechanics, examining new interaction methods and promoting rhythmic vocal modulation for a unique gaming experience.

A side-scrolling shoot-’em-up powered by your voice

Overview

This audio recognition game is an experimental 2D side-scrolling shooter where your microphone controls the size and power of your bullets. Inspired by classics such as Gradius and R-Type, the prototype introduces an audio-reactive twist: the louder your voice, the larger and more powerful your projectiles become.

Players must carefully manage their vocal volume. Louder input produces stronger attacks, but shouting too often triggers cooldown penalties. The result is a rhythmic balance between breathing, vocal modulation, and strategic timing.

Design Philosophy

This project explores how unconventional inputs, specifically voice amplitude, can enhance familiar arcade-style gameplay. Instead of mashing buttons, players are encouraged to modulate their speech and breathing, creating a unique interaction loop around pacing, vocal control, and rhythm.

The concept was guided by principles of experimental game design. It challenges traditional input methods by reimagining how a shoot-’em-up can be controlled. Rather than relying on fast reflexes alone, the game shifts focus to sound-based control and timing.

Key Gameplay Features

Microphone-Based Firing

  • The player’s microphone volume determines bullet size and strength
  • Low volume produces small, rapid shots
  • Medium volume produces standard shots
  • High volume produces large, powerful blasts
  • A visual meter provides real-time feedback on volume level before firing

Cooldown & Anti-Spam System

  • Shouting or speaking too frequently increases the cooldown timer
  • Encourages rhythmic play and prevents overuse of loud attacks

Classic Shoot-’Em-Up Structure

  • Side-scrolling space shooter in the style of classic arcade games
  • Includes enemy waves, obstacles, and power-ups
  • Movement is controlled via keyboard or gamepad

Volume Calibration

  • At the start, players complete a short calibration to detect baseline mic input
  • The system dynamically adjusts thresholds for low, medium, and high-volume shots

Technical Highlights

  • Built in Unity using the Unity Microphone API
  • Real-time mic input tracking with smoothing for consistent response
  • Bullet scaling dynamically adjusts based on decibel levels
  • Cooldown system prevents high-volume spamming
  • Adaptive difficulty curve responds to player’s firing patterns

What I Learned

Creating this audio recognition prototype helped me understand how to incorporate real-world input into traditional game mechanics. I learned how to process and smooth microphone data in Unity, design mechanics that consider player fatigue, and build a feedback system that rewards control and creativity instead of raw volume.