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Sound Effects

lalala66888 edited this page Sep 13, 2022 · 16 revisions

Overview

In order to create sound effects, we followed a predefined process for each sound to ensure consistency.

  1. Research existing similar sound effects and how they were created
  2. Record the raw sound or create it using recommended software (e.g. ChipTone)
  3. Edit in Audacity to refine it e.g. making it faster or slower, editing pitch, adding reverb
  4. Ensure the new sound fits with the theme and feel of the existing game
  5. Implement the sound using Resource Service or Gdx. e.g:
Sound soundEffect = Gdx.audio.newSound(Gdx.files.internal("sounds/soundFile.mp3"));`
soundEffect.play();

Based on this process, various sounds were created and implemented. Below each sound is a description on how it was created.

Sprint 1

In sprint 1, the following sounds were added:

  • A bowstring being drawn by the player (bow_draw.mp3)
    • Squeezing a leather belt
  • Bow being fired (bow_fire.mp3)
    • Combining an impact sound with a stick being swung
  • Arrow hitting a target (bow_hit.mp3)
    • Combining an impact sound with a ruler vibrating
  • Coins (coin.mp3)
    • Dropping coins into a hand
  • Sword being swung by the player (sword_swing.mp3)
    • A stick being swung next to a microphone
  • Player mining stone with a pickaxe (mining.mp3)
    • Hitting a rock with a hammer
  • A building being constructed (building.mp3)
    • Hitting wood with a hammer
  • Footsteps on grass (grass_footsteps.mp3)
    • Stepping on and scrunching grass
  • Player being hurt (hurt.mp3)
    • Grunting into a microphone
  • Metal sound effect (metal.mp3)
    • Hitting metal
  • Rock being broken (rock.mp3)
    • Hitting and breaking a rock
  • Speed boost (speed.mp3)
    • Editing synths
  • Tree falling (tree.mp3)
    • Recording of wood falling
  • Wind blowing (wind.mp3)
    • Recording of wind blowing outside

Sprint 2

In Sprint 2, various new sound effects were created and implemented:

  • Wall being built (build_wall-V1) & Wood being bought from the shop (buy a building material.mp3)
    • Wood being hit with a hammer
  • Crystal being hit (crystal1.mp3)
    • Glass being broken
  • Footsteps of a large final boss (final boss_footstep.mp3)
    • Hitting the ground, edited to sound deeper
  • Fireball being shot (fireball.wav)
    • Synth on ChipTone that was edited
  • Level up / success sound (purchase_success-V1.mp3)
    • Synth on GarageBand
  • Insufficient funds sound (purchase_fail.mp3)
    • Edited synth
  • Sword being sharpened (shop_buy a sword.mp3)
    • Scraping metal
  • Sword being hit (shop_sword.mp3)
    • Hitting metal with a hammer

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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