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Women and men on “oh”, a full-voiced sung bass, and a woman’s full-voiced tune.
Games · nasheeds
Every nasheed and game sound on the Games tab is made from real human voices and the duff, nothing else. Here you can hear the original recordings, hear what was done to them step by step, and see which game uses what.
Voices and duff only
The changes are the kind a sound engineer makes to any recording: cutting, moving a note higher or lower, holding it longer, softening it, layering several singers, placing duff strokes on a beat, and adding a room echo.
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From VocalSet, a free library of trained singers recorded for research: 20 singers (9 women, 11 men), each holding single notes on “oo”, “oh” and “ah”.
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A frame drum, shared free for anyone to use: the deep “doum”, the bright “tek”, a light “ka” and a slap.
3
A woman and a man breathing, shared free for anyone to use. They make the soft whooshes and the rising breaths.
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Real people: a crowd humming, and a crowd cheering when a whole world is won.
Press each step to hear the difference.
Every voice part in every nasheed is made this way. Here is one singer’s note going through each step.
A singer holding “oo” on one note, exactly as recorded.
The steadiest part of the note is kept; the breath in and the end are trimmed off.
The same voice moved up to the note the tune needs. The singer’s own voice colour is kept, so it still sounds like the same person.
Steady stretches of the same note are joined so it can be held as long as the tune needs, with a gentle swell in and out.
The brightest top end is gently rolled off, so the open “oo” becomes a closed-mouth hum.
Very short pieces of the note, placed on the beat and to the left and right. This is how the quick rhythm parts are made: still only a voice.
Three notes at once, each sung by two different singers, so it sounds like a small choir.
The same chord with an echo, as if sung in a large hall.
The duff strokes are never turned into anything else: they are only tuned a little, and placed on a beat.
One deep stroke (“doum”) on a frame drum, as recorded.
The same stroke played a little faster so its pitch matches the nasheed’s key (here Dune Runners, in D).
The deep stroke, the light edge strokes and the slap, placed in a pattern: the Dune Runners beat. Every game’s beat is made like this.
The “whoosh” sounds are a real person’s breath, nothing added.
A man’s breath, exactly as recorded.
One breath, cut out and faded in and out. The games use breaths like this for their whooshes.
A woman’s breath played backwards, so it grows instead of fading: a rising breath.
Stretched to last longer without changing its sound. Seven of the eight nasheeds (all but Lantern) end each loop with this rising breath, quietly, before they start again.
Each game has its own nasheed in its own style, key and speed. It is four layers played together, which the game brings in as you play well, and every layer is only voices or only duff. Press a layer to hear it on its own.
Women and men on “oh”, a full-voiced sung bass, and a woman’s full-voiced tune.
Men on “ah” for the chords, a low held men’s “oo” with a crowd hum underneath, a sung bass on “oh”, and women on quick “ah” notes and the tune.
Soft women’s “oo” only, sung quietly: the gentlest of the eight.
Women and men on short “oh” chords, a sung bass, and quick high “oh” notes.
Short sung “oh” chords, a jumping sung bass, quick “ah” notes and a full-voiced fanfare.
Men humming “oo” low, a held men’s hum with a crowd hum, and plucked women’s “oh” notes.
Men on loud “ah” hits and a galloping sung bass, with a woman’s long “ah” above.
Plain voices only: a driving sung bass on “oh”, held “oh” chords, a short punchy men’s tune and women’s quick “oo” answers.
Each level’s nasheed is written on that level’s path, so every jump and turn falls on the beat. The same singers hum the chords and the tune, the crowd breathes in before each beat drop, and the duff can be switched off in the game. Here is the first level of Wudu Springs:
The little sounds in the games are made the same way, from the same singers, breaths and duff. Each game has its own set, sung in the key of its nasheed so they always fit together. These are Dune Runners’.
For their small clicks and ticks, the games play single hummed notes: one singer humming every note from low to high, on “oo” and on “oh”. Each game picks the five notes that fit its nasheed.
To be completely open, these are the only parts that are not a recording of a voice, a breath or a duff:
The echo that makes the singers sound as if they are in a large hall is worked out by the computer. It is not a sound of its own: it only repeats and fades what the singers sang, the way a real room would.
The engine you hear while driving in Kartoona is a recording of a real car. It is a game sound, not part of the nasheed, and it plays even with the nasheed switched off.
If a phone can’t play the sung sounds at all, the games fall back to simple electronic beeps for their small sounds, so the game still works. The nasheeds are never replaced by beeps.
The recordings exactly as they came, before any change (the duff, breath and crowd ones trimmed of silence and evened out in loudness).
Each recording is one singer holding one note. The “oo” notes are mostly in Lantern, Akhinator and the soft held chords; the “oh” notes in the Games page, Letter Snake, Super Marwan Bro and Kartoona; the “ah” notes in Dune Runners, Snowmen vs. Mummies and the “level done” chords.