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Audio Director, Splash Damage
Guns have wheels “ ” Chris Sweetman Audio Director, Splash Damage
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WhAt Weapon Audio Can Do
Convey the player’s excitement Make weapons feel more powerful Help the player pin-point enemy threats
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Source is king Good quality source is important
Three main avenues for this: Commercial audio libraries Licensing from third-parties Field recording
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Audio Libraries Pros: Cons: Cheap Easy to use Pre-edited
Often overused Generally not comprehensive enough
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Licensing from third parties
Pros: Offers full range of recordings Cons: Relatively expensive
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Field Recording Pros: Cons: Tailored to your production needs
Expensive Need to spend time editing and mastering
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Harmony Reduce audio “clutter” of several enemies firing at once
Create variations of the same sound Can be applied to any sound that’s played repeatedly
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Sound Design Texture: Non-literal elements make the difference
Use plug-ins to easily change sound characteristics 3 degrees: Create distinct sounds for close, medium, and long range distance
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Implementation The traditional approach: Loops or single shots?
Sounds end up being the same A different approach: Going Granular Split & recombine your sounds to create variation
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Where are We going? Evolve sounds over the course of the game to match the player’s experience Adapt weapon sounds to different environments
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Questions? Presentation will be available online at Additional questions or comments?
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