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The quietness of loud game sounds

Aldrich Tangpos Right now, Critter Rush is shaping up to be our favorite game, it’s those damn red coloured balls I tell ya… so lovely. Once you see one of them, you’ll want more. :P Anyway, there is still one important element missing in the game, and that is SFX’s. Yes I now do SFX for small special projects like these and for this game to work it needs lots of satisfying sounds, sounds that makes a player giggle and want to listen to it again. So, equipped with an endless amount of SFX libraries and an out-of-this-world ninja mind, it’s now a matter of finding those particular sounds and remixing, of course I’ll tell you how ;)

Enter the Sound language

Like animation, each SFX requires different settings to fit into a flash game, right now we decided to have our SFX set to 44100khz, 16-bit, mono files, if you don’t know much about the sound language, it’s a level lower then your average mp3 song, meaning it has less quality and less quantity (file size.) Of course we have our unique sounds that require higher quality but I’ll get into detail with that later… next year! Not really:roll:

Okay so the one most important thing about sound is make sure the sound relates to the action it takes off, for example, the boy hitting a critter away, you cannot use a SFX of the bat’s impact that sounds like a bat hitting metal, it may be a bat sound, but not what you would expect when you hit a critter. You’d use an organic type sound, like a ninja being hit on the head due to his lack of speed. 8O

Listenings to the same sound over and over.....you become the sound!

So I’d say there are three stages of producing a SFX for Critter Rush, Stage One is finding the raw audio files (one sound can have multiple SFX), Stage Two gathering all the sounds to remix and edit them together, Stage Three is outputting the file, adjusting volumes levels. Of course the fun part is finding the sounds you want, because sometimes you can find the most amazingly random SFX’s. :twisted:

Finally, once all the SFX are outputted, me and Adam would then listen to them all, making sure all the volume levels are equally balanced. This is important to do :shock: so while playing the game you won’t get a awkwardly louder SFX playing over and over. After that lil Adam will then add them into the game and let the surround sound begin!!!

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