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Manipulating Sound as a game mechanic.

Started by September 16, 2013 09:38 AM
1 comment, last by herbertsworld 11 years, 3 months ago

My brother has a concept for a game he wants to create. The primary mechanic being, the leading of the player through the world by means of sound. I've told him I'll help him white box some test rooms in udk tonight, but I was wondering if you folks have any more ideas for how to manipulate the sound.

I have:

- Cue sound on location (trigger it when a spot is reached).

- Attenuate between two locations (fade in or out depending on where the player is).

- Cue sound on action (trigger when something happens in the game world).

Can you guys think up of other ways to manipulate sound in a game environment?

I think those are something that have been used in FPS games ever since stereo sound. That buzzing sound lead the player to the broken radio, that monster growling inside a nearby wall was used to create suspense, that sound was played when the door opened somewhere it couldn't be seen...

The sound has already been widely used to guide the player through game worlds so perhaps you could brainstorm some more. What if the game was played without a monitor? :)

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Check this out:

http://www.kickstarter.com/projects/600219258/blindside-the-audio-adventure-video-game

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