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Sound Design | Project 2

  • Writer: Albert Roche
    Albert Roche
  • Feb 9, 2020
  • 2 min read

Updated: Mar 9, 2020


Foley definition: Using real life objects to create sounds in games. Example footsteps, when moving on snow or grass. Bones breaking with


Dietetic definition: Sounds with a see able source. Example of this could be a character talking.


Non-Dietetic: Sounds without a see able source. Example of this is footsteps behind the player


The music/sound effect add more realism such as lighting, It also adds immersion inside in-game as keeping the player involved. As making the music make the player think something is going to happen but it doesn't. The emotion the player feels when the music changes, the players behaviour and emotion such as fast place music can lead to more fast placed game play.




Creating / editing sound effect


Learning adobe audition to create/edit effects



Spawning Zombie sound effect.


When I listened to the effect I wanted to change:


- Loud - It's too loud for the player in the game even if they are on a low volume

- Sounds too human like, I would like it to be hard to ping point what the sound is.




Changing the sound effects to match our game idea;


I added reverb to the sound effect to give it more of an "airy" sound, I tried to create more of an decaying sound like adding fading however in doing this it made it sound very unnatural.


I used an echo for this one sound effect because I want to use this as an attention breaker and for when the player changes to a new room.













Putting audio into unity


Putting audio into unity using audio listeners, audio source.


With how unity works the audio listener is the players headphones, this means if you had the audio listener inside a game object that isn't reference with the player they will able to hear sounds that might interrupt gameplay.



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