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Audio For Game
Audio is an essential part of creating mood and emotions for video games. It encompasses sound effects for player, enemy and map events, as well as background music that will play passively. Please see the feature tickets for Sprint 1 and Sprint 2 for detailed information. Also see the following pages for details on each specific part of audio:
We were inspired by various sources that related to the aesthetic, gameplay and time period of Atlantis Sinks.
The sound effects for the game needed to impactful, relevant and useful to the player, whether that's through giving audio cues such as when you take damage, or through creating immersion. While some sound effects were created using software, the majority of sounds were made by physical sound design. As none of us had prior experience with this, we needed to first conduct research.
The above video was very useful in giving us a basic idea of how to create sound effects. We knew we needed to be creative, think outside the box and most importantly ensure the sounds were accurate and relevant. We also conducted research for more specific sounds, such as a bow and arrow shown below:
Once we had recorded the raw sounds, we imported these into audacity to edit: