Audio Updates


There's some new audio added to the game created using Garage Band and Bfxr!

In the game there are pressure plates that when stepped on make a clicking noise. so players know they've been activated.  I created this by recording myself snapping in garage band and added a modulator in Unreal to vary the sounds when stepped on. The trap plate, however, will alert the player to the danger of the falling ceiling by playing audio I recorded of two bricks scraping against each other, with the bass increased to give it a deep sound. Without this added ceiling sound, it was difficult to know if the trap had been activated without reading the text in the top left corner. I used the same audio for the moving stone wall since it sounded like heavy stone scraping against the ruin floor. 

There are two different door audios for when they open. For the secret door, in the first level, I wanted to give the sense of an old creaky door that had rarely been opened within this ruin. I created the audio with my violin and tried to mimic that type of sound. When the boulder is opened a deep dropping audio effect in Bfxr happens. However, if you don't unlock the boulder with the pressure plates, frantic banging will echo in the chamber, since the ceiling is likely falling, and players have limited time to open it.  

For the spike trap I wanted them to sound sharp, so players know they are deadly. This audio was created recording myself swiping two knives together, where I adjusted the reverb, treble, and bass in garage band. In Unreal I implemented a modulator to vary the sounds each time it plays. When a player dies the widget will give a downbeat sound effect made within Bfxr, to reflect the disappointment of the players.

Since this game takes place in a ruin, I added some wind whistles to give the ambience of an old, rundown, and lonely place. This audio I just recorded myself whistling, and then added the sound as a 2D effect so it plays throughout the entire level instead of a single location. There is also the ambience of the torch audio I added in previous updates, that I got from the starter content in Unreal, but these only play at the torch locations. 

As a bonus, when players pick up treasure a pleasant ding will occur, I used this for the keys as well in the template level. The audio was created in Bfxr with the addition of a modulator for varied sound levels. 

Within the template level, there's added audio to the moving platforms where I created a pulsing effect that way it sounds as if it's moving from some sort of power source, and the falling platform uses the same audio for my boulder when it's unlocked to give it an actual sound of the platform dropping. Checkpoints also have a high pitch ding created in Bfxr, so the sound stands out to players when they save their checkpoints.  I also made it so the rotating door in this level requires a key to open. 

Files

Spetember16Build.zip 943 MB
84 days ago

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