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Started February 4th, 2023 · 5 replies · Latest reply by devellsoa 7 months, 1 week ago
I'm making my first horror visual novel. A character's line will be cut short by the sound of something in the other room, like a muffled sound of a cup falling to the floor. I'm not sure if it matters to know this but it'll occur in an abandoned house. I've tried to create the sound myself but I can't seem to figure it out.
I want it to be short so it can play once and get the player's attention that something or someone is in the other room. There won't be any creature or human sounds because I want the player to question whether it's a threat or a regular person.
I'd prefer it to be mp3 but wav works too. I will be crediting all sounds used so your username or name (whichever you prefer) will be included in the credits.
Thanks!
I think the key is to lowpass (cut the high frequencies) so the sound is muffled as if it were traveling some distance/being blocked by a wall. I'll try processing some of my sounds in this way to see if I can get something good.
Does your game engine have positional sound? As in, does it automatically pan or treble-reduce the sound over distance? Are there walls or closed doors between rooms?
Exciting to see more horror games out there - If you still need help on this sound, lmk.
J
strangehorizon wrote:
I think the key is to lowpass (cut the high frequencies) so the sound is muffled as if it were traveling some distance/being blocked by a wall. I'll try processing some of my sounds in this way to see if I can get something good.Does your game engine have positional sound? As in, does it automatically pan or treble-reduce the sound over distance? Are there walls or closed doors between rooms?
My goal is to have it be very sudden when the sound plays since it will automatically skip dialogue without needing to click. This is the only auto-skip so far so it will be completely unexpected.
It'll be coming from another room to the left. My original idea is to hear it through an open archway down the hall but I'm reconsidering it to be a closed door. Whichever sounds spookier, so I don't mind a little creative freedom.
Regarding your question about the game engine, it's important to check the specific capabilities of your game engine. Most modern game engines do support positional audio, allowing sounds to change based on the player's position and orientation within the game world. You can set up audio sources and configure them to change based on distance and direction from the player. Whether there are walls or closed doors between rooms can also depend on the game's design and the engine's features. Some engines support occlusion and obstruction effects for audio, which can be used to simulate the sound being blocked by walls or doors.