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Audio User Testing

mattbezett edited this page Sep 11, 2022 · 15 revisions

Overview

Various testing methods were employed to ensure all audio was of a high quality and relevant to the game. We primarily focused on firstly phyiscally testing implementation through playing the game and ensuring all sounds played correctly. We then conducted user testing on participants of varying backgrounds and prior exposure to similar games. This was to to ensure the sound effects and music were accurate and relevant to the themes and aesthetics of the game.

A process for user testing was created to assist with these tests:

  1. Give overview of the game: "Atlantis Sinks is a base building and tower defence game where you must save Atlantis from sinking, defending it against enemies at night and improving it during the day. The game has a pixel art style and is from an isometric perspective."
  2. Give overview of the testing session: "I will play you various sounds and songs from the game. After, I will ask you to give me feedback."
  3. Play sounds and music

Questions:

  1. "Do you think the audio fit with the aesthetic of the game?"
  2. "Are the sound choices relevant for the genre and gameplay?"
  3. "Should any sounds be added, or should existing ones be changed or altered?"

Sprint 1

Implementation Testing

The following video was created to test the implementation of sounds for the first sprint:

Audio Demo

In addition to this, JUnit Testing was also already implemented into the code, which helped us verify that the sounds being loaded correctly.

User Testing

Results / Feedback

User 1

  1. I think at the moment all the sound effects fit with the game, but the music could be changed to better fit the time period and relate to the water setting more.
  2. Yes, the music is calming for base building and the sound effects are relevant.
  3. I feel like more variations of existing sound effects would improve immersion and variety alot, such as a different footstep each time you walk.

User 2

  1. The audio could be made 8-bit to match the pixel art theme.
  2. Mostly, the bow drawing sound doesn't sound like how it should I think.
  3. More music should be added or existing songs should be extended, there isn't many and they are all pretty short.

Analysis

Clearly, user testing was very useful in gaining insights into the audio and informed us on what we need to improve. Based on user feedback, we should add more music files and extend current ones, as well making them fit with the time period and setting better. Furthemore, the sounds could be made 8-bit to match the pixel art style of the game, and the bow drawing sound should be altered. However, we also gained some positive feedback, which reassures us we are on the right track. These changes should be considered for the next sprint.

Sprint 2

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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