Sound Effects
March 24, 2010
Here is a list of the various sound effects I will be needing to implement in the final game. This is from a list I made in my sketchbook, and it will be fleshed out fully by next week so my sound engineer, Joe McDonald, has sufficient time to consider what’s here.
Menu and User Interface Sounds:
- Menu introduction music.
- Possibly a noise for when the mouse hovers over each option, as a click or pop.
- Feedback for when a menu option is picked, similar to above. These can be universal.
- Feedback for when the pause button is pressed in game.
- The atmospheric sound would have to be lowered in intensity when the pause button is pressed in game.
- All of above can be done with piano keys.
Character Based Sounds:
- Footsteps, on soft soil/sand and on hard stone. After having talked to Joe, he highlighted how there should be a number of footstep noises that the game can variate between to make them seem varied. It would break the immersion if the footstep sounds were all the same.
- Landing grunts from jumps
- Grunting/climbing/falling/jumping
- Breathing when running
- Drowning noises
- Falling ‘swoosh’.
- Possibly landing crunch.
Level Specific:
Level 1:
- Level one begins at a beach, and a sufficient atmosphere could be added here. We’re looking at using a mix of rain and wind sound effects to create the beach ‘wash’ effect.
- There is a mixture of wood, stone and sand on this level, which could mean adding multiple types of footstep noises.
- Seagulls can be heard throughout the level, regardless of inclusion.
- There is some water here, so the splashing sounds would be required.
- Light water trickle effect, like a stream running? (low priority)
- Door opening sound (low priority)
- A heavy box being pushed along stone or wood.
Level 2:
- Level two is entirely set inside.
- Sewer atmosphere.
- There is a point in which this level opens up into a large cave, could introduce a light wind noise?
- Water drains and refills in this level. Like a giant bathtub.
- There is a crane that holds a box, and when you flick a switch it lowers and raises. A sound to represent this would be good.
- A change in atmosphere when the character goes underwater, possibly just dim the music?
- Bubbles?
- Splashes and swimming sounds.
Level 3:
- Back outside for this level, this has an aqueduct
Level 4:
- When the power is taken, there is an earthquake.
- Wind atmosphere for the tower, where it is muted slightly.
- Material changing, from wood to stone and vice versa
- Digital build up (analogue sound) when you approach the artifact. Like a crackling?
Drowning Scene: (low priority)
- Storm noises
- Drowning noises
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