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HyperCrowd
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moba
Quick MOBA Concept using Phaser.js
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Add SFX
#4
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HyperCrowd
opened
6 days ago
HyperCrowd
commented
6 days ago
[ ] Curate a library of sound effects categorized by actions (e.g., abilities, impacts, UI interactions).
[ ] Ensure sounds match the thematic style of the game.
[ ] Integrate an audio engine (e.g., FMOD, Wwise, or custom) with the game engine.
[ ] Set up audio components for triggering SFX.
[ ] Implement a system to trigger sound effects based on gameplay events (e.g., ability cast, hit registration, item pickup).
[ ] Define priority rules for overlapping sounds to ensure clarity.
[ ] Create ambient sounds that change based on in-game environments (e.g., forests, caves, battlefields).
[ ] Implement spatial audio features for 3D sound placement.
[ ] Develop mechanisms for dynamic adjustments based on game states (e.g., volume increases during combat).
[ ] Implement sound variation for repeated actions to avoid repetitiveness (e.g., different sounds for different ability casts).
[ ] Design sound effects for UI interactions (e.g., button clicks, notifications).
[ ] Ensure UI sounds are subtle but effective, contributing to the overall user experience.
[ ] Optimize SFX playback to reduce latency and resource usage.
[ ] Test audio performance in both single-player and multiplayer scenarios to ensure smooth playback.