Closed damlaren closed 9 years ago
Possibilities for things to add:
So far added sounds for:
Still to add into the game:
Weapon launch sound is in place.
Updated TODOs:
For comparison: https://www.youtube.com/watch?v=FqDNSFzWNTA
I'm not an audiophile, but one thing I read a lot is that high frequency sounds are muffled underwater. Unreal supplies sound mixers that can be used to clip the high end; this seems like a reasonable way to get something that sounds more appropriate for an undersea environment.
Added a sound mixer to muffle the sounds. Changed torpedo sound to a whining propeller.
Remaining sounds:
Also, the audio is now spatialized so you can hear the direction! This is actually not realistic for underwater audio-- sound moves too fast in water for humans to be able to tell the direction-- but it can enhance gameplay.
Actually, all the essential sounds are there, including player death. We could maybe mix in more sounds (metal clanging or groaning, etc.) on taking damage.
Added an impact sound that plays sometimes for damage instead of glass. Also removed the half-second delay before playing damage sound because this felt disconnected.
Sounds are in.
Add sounds for events, like explosions, as well as ambient sounds. Reverb would help to make it sound more "underwater."
Good sound design will do a lot to enhance the feeling of this game.
This can also be broken up into different issues (different sounds for different events), but if not, it'll be good to track the sounds we still need or have ideas for here.
UPDATE: Sound isn't just important for atmosphere, it's important for gameplay. A player that has their sub's engines throttled down can sit and listen for suspicious activities (like engine noise, explosions, or sonar pings) that can reveal the location of another sub.