WEEK 6 – THE COMEBACK

WHAT

This week I was primarily tasked with continuing to create sounds for the game, while also refining some of the sounds we already had. The tasks I was given were:

  • Create a sound for when the character is damaged in the game.
  • Create a sound for each enemy when they are damaged by the player.
  • Create a sound for when you are firing the laser gun.
  • Create a sound for when you are firing the nerf gun.
  • Create UI sounds, such as when traversing the menu, when hovering a button and when pressing it.
  • Also, a specific sound for when you press the ”Start Game” button.

HOW

Compared to the previous sprint, this might have been one of the most productive ones so far. With me having earned a lot of knowledge about sound design by working with it for a few weeks, I felt a lot more comfortable working with it this time.

I started with working on the shooting sounds for our other two powerups, the laser gun and the nerf gun. I knew that I wanted the nerf gun to have a very short and numbed down sound since it would be a very rapid firing gun. What I did was that after some searching on the web and the unity asset store, I found a sound of a machine gun that fired a lot of bullets. I came up with the idea to cut out the sound of just one shot, and then manipulate that in audacity to use as the nerf gunshot sound. This ended up working very well, and it felt as it was one of the better sounds I’d made so far.

Next up was the shooting sound for the laser gun. This one would be a bit trickier since the laser gun is a weapon that fires once and then reloads. I would need to convey the reloading of the gun through the sound as well. Fortunately, the unity asset store is a magical place where I can find as many gun sounds as I need. I picked out three different sounds from the asset store that I would manipulate and mix in audacity, to create the sound I wanted. These being one sniper rifle shot and two reloading sounds. I patched all these together while also mixing it a bit to make it sound more ”lasery”. I was very happy with the outcome of the sound, and I managed to time the reloading sound perfectly with the gun reloading in the game.

I wanted to primarily talk about these two sounds since they’re the ones I was the happiest with this sprint, but I did manage to complete them quickly and therefore I had time to create all the other sounds I was tasked with for this sprint as well.

WHY

We needed the sounds for the other weapons so that the player would receive feedback from using them to shoot enemies. As for the laser gun, the reloading part of the sound was extremely necessary for communicating when the gun could be fired again, otherwise, the player would have no idea of when they could actually fire again.

When it comes to the other sounds I created for this sprint, they were also feedback related. For example, we needed the sound for when you get hit so you get an audio cue for when you take damage and lose the weapon you’re holding. The menu sounds serve as indicators to the player, so they know their actions are confirmed with the sound. The start game sound didn’t have to be different from the regular press button sound, but we felt that it would bring a lot more feeling to the game if we had a much heavier sound for beginning the game.

 

Arvid Edström

About Arvid Edström

2016 Programming