During this week, I have learnt about sounds and voices and developed sound effects for my folio 2 project.
The sound effects in my folio project are including a horror style background music, sounds for zombie and sounds for player character. The background music should not have a too much strong or quick rhythm for my project. Since there will be other audios which are contributing for this horror experience, a strong rhythm will easy to break the experience and easy for player to lose attention on other sounds surrounding. So I choose to use a music that have a light and curious rhythm as my background music to build a horror experience. The zombie character is making noises every periods. The key technology for setting up these sounds is spatial blend which treated the audio as 3D resource. The noises made by zombie is affected by spatial position and spread. By setting up the spatial blend, my player is able to hear a slight and muffled audio from far distance and hear the audio louder and clear when player is close to a zombie. This make me able to assign a situation that my player is hearing a zombie before observe it to build a nervous and horror experience. For my player controller, there are just a simple gunshot audio and a bullet reload audio.
Before developing these sound effects in unity, I have learnt from other horror games about their sounds. Resident evil provided me a very fantastic example with its background music and enemy sounds. There are not many jumps scare in this game but instead of that, Resident Evil is building up its horror scenes through sounds from unknown objects and directions. These designs provided me an idea for building my background music and enemies’ audio.
By Ang Li (Leon)
Email Ang Li (Leon)
Published On: 01/06/2021