Element 2 Worklog 4-Space soundscape shaping 1 (worklog 5.10-5.16)
As usual, I added some scattered sounds this week, such as the addition of a new monster and the addition of skill to Turtle, which necessitated the addition of some sound effects accordingly.
The main work of this week was to create ambient sounds. Our game is set in an underground kingdom, which is a dungeon. I made three ambient basslines that I could loop. The first ambient sound had a flowing wind and a reverb specific to the underground kingdom. I also added some animal calls, such as bats, and the bling-bling of glowing crystals, as the red crystals are everywhere underground (this is the main reason why the human kingdom invaded the underground kingdom to plunder). The second ambient sound is just a flowing wind and a reverb specific to the dungeon, although this wind sound is a little more subdued. The third ambient track has a very smooth wind sound.

In addition to the ambient sounds that I could loop, I also prepared some spot sounds, intending to have them appear randomly in the environment. It is because the sounds are randomly combined and they also can not be replicated, even if it is in the same place and at the same time. Nature can not produce the same phoneme again in the same way.
I found that some of the map walls in the game have torches, and some of the map walls are glowing crystals. Therefore, I prepared the sound of the torches and set the audible range in UE4. So the sound can only be heard when the player is close to the torches. The dungeons are very dark, which suggests that the torch’s fire is faint, so it would feel more realistic to hear it once the player sees it. Most of the other sounds in this game are also directional, except here where the knowledge of Sonic spaces is used. For example, when the player enters the next map, if the next map is moving from the left, then the sound of the moving is also on the left. When the player is inside the map, the player can find out which monsters are on the left and right respectively. Because the different monster calls can be heard from the left and right, and then choose to go around. When the player is randomized to the trap map, the sound of the trap can be heard as the player walks to the door, and then as the player gets closer, the sound of the trap will become more clearly defined.