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third person sounds

Started by December 10, 2009 12:13 PM
1 comment, last by Dannthr 14 years, 11 months ago
How to make sounds sounding more distant to listener?I'm making a strategy game and all sounds I've included so far somehow don't "fit in". It's all like you're standing right at the source, which is kinda strange. Any ideas?
Try to apply some reverb effects and mess up with settings, especially the wet/dry.
-----------------------------Michal CieleckiComposer for Games and Mediawww.michalcielecki.com contact_mcielecki@wp.pl
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Attenuation involves a lot of things.

You will want to filter out the lower frequencies because while low frequencies are powerful, they have a shorter life-span, so to speak, you'll also want to filter out some of the high, high frequencies, to give some muffle--especially if you have a lot of occlusion, since high frequencies aren't as penetrating as low frequencies.

You will also want to add reflections of sounds across the environment. If you're in a desert, there won't be much to reflect off of, but if you're in a room, or if you're in a city block, well all the walls will reflect and reverb the sound around.

It's all very contextual which is why positional sound is usually algorithmic rather than preprocessed.
- [email=dan@musicianeer.com]Dan Reynolds[/email] (Composer|Music Implementer)
www.musicianeer.com

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