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This article originally appeared in Dev.Mag Issue 24, released in August 2008
One aspect of game creation that constantly seems to stump the average hobbyist developer is the matter of sound creation. Nowadays, experienced players can go onto the Internet, download a few indie games and easily pick up on what one may call "stock effects" – sounds that appear in a whole host of games because developers frequently resort to the same online libraries to get their beloved game noises. Favourites include Famous Bird Chirp and Ubiquitous Cow Moo.
This is not strictly the result of laziness (even though we're all admittedly lazy at heart). Many developers out there are very intimidated by the idea of sound engineering – a widely-held misconception which usually prevents people from trying it out.
While professional audio manipulation is definitely not something to be taken lightly (those who make a career of it can tell you about the painful investment in time and equipment it requires), there's nothing that stops the casual enthusiast from jiffy-fixing a little bit of sound magic to suit their own needs. Anybody can go into Paint or GIMP and make crude, but serviceable sprites to serve their gaming ends. The same really does apply to sound – it's just not advertised enough.
Dev.Mag Reader: "Right, then! Give me a sound tutorial!"
Well, if you insist. There's one quick way to do things, and it only requires you to cover three bases:
Ready? Great. Be sure to take notes!
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Words from the readers
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In fact, I wonder if DrPetter's program was used for Spelunky and the like.
Posted by Nandrew at 15:31:45 on 21 June 2009
I've been playing around with this. Rather retro-oriented sound generation, it seems, but this is really an awesome find! Thanks for sharing.
Posted by Nandrew at 15:30:25 on 21 June 2009
Generating sound effects with your own voice, then modifying them with something like Audacity, is a good way to go.
On the other hand, if you want a program to generate sounds for you (legally, and free), there's always DrPetter's SFXR. http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html Posted by kdnewton at 23:29:32 on 20 June 2009
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