Difference between revisions of "Sound"
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(Created page with "Category:Feature === Idea === ''What is my general idea for the feature? ("Tldr!")'' * Have an easily usable template for Xp-cards * Hav an example Xp-card regarding st...") |
(from ToDo to Prepared) |
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''What is my general idea for the feature? ("Tldr!")'' | ''What is my general idea for the feature? ("Tldr!")'' | ||
− | * | + | * Certain Sounds can be heard from everywhere (God Sound). |
− | * | + | * Some Objects will have directional Sound. |
− | * | + | * Some Objects will make Sounds only in a certain radius around themselfs (Area Sound). |
=== Intention / Requirements: === | === Intention / Requirements: === | ||
''What am I trying to achieve with the idea and what are my constraints?'' | ''What am I trying to achieve with the idea and what are my constraints?'' | ||
− | * | + | * Music and some other Sounds must be heard from everywhere. |
− | * | + | * The other objects will make Sound only in a radious around them. (decreases amount of sounds played at the same time) |
+ | * The player will be able to locate a opening door because of directonal Sound. | ||
=== Refrences === | === Refrences === | ||
Line 32: | Line 33: | ||
''What is my specific design for the feature?'' | ''What is my specific design for the feature?'' | ||
− | ==== | + | ==== Area Sound: ==== |
− | * | + | * Objects emitt Sound in an area around them. |
− | * | + | * While the [[Player]] is whithin the area -> the farther the [[Player]] is away from the Sound source the lower the Sound´s volume. |
− | |||
− | ==== | + | ==== God Sound: ==== |
− | * | + | * These Sounds can be heard in the whole [[Levels|Level]] and always with a constant Volume. |
− | |||
− | |||
− | ==== | + | ==== Directional Sound: ==== |
− | * | + | * The player can locate a opening [[Doors|door]]´s position through the Sound (like steps in shooter games). |
− | * | + | |
+ | ==== Sound Cues: ==== | ||
+ | |||
+ | * Cues like music cues will occure randomly (time based). | ||
+ | * Some Area Sounds too need to occure randomly (time based). (example : Sentry whispering) | ||
=== Required Feedback === | === Required Feedback === | ||
''What feedback does the designed feature need to function?'' | ''What feedback does the designed feature need to function?'' | ||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== Sound ==== | ==== Sound ==== | ||
− | * | + | * Its all sound! |
=== Variables === | === Variables === | ||
''What Variables do I, as the Designer, need to balance this feature?'' | ''What Variables do I, as the Designer, need to balance this feature?'' | ||
− | * | + | * Area Sound radius: increas/decreas radius |
+ | * A way to increas or decreas "random" probability (to controll if a sound is played once every ten seconds / once every ten minutes on average for example) | ||
=== Dependencies === | === Dependencies === | ||
''On what other features is this feature rely on?'' | ''On what other features is this feature rely on?'' | ||
− | [[ | + | [[Player]], [[Doors]], [[Soundlist]] |
− | [[Category: | + | [[Category:Prepared]] |
Revision as of 10:52, 2 July 2021
Idea
What is my general idea for the feature? ("Tldr!")
- Certain Sounds can be heard from everywhere (God Sound).
- Some Objects will have directional Sound.
- Some Objects will make Sounds only in a certain radius around themselfs (Area Sound).
Intention / Requirements:
What am I trying to achieve with the idea and what are my constraints?
- Music and some other Sounds must be heard from everywhere.
- The other objects will make Sound only in a radious around them. (decreases amount of sounds played at the same time)
- The player will be able to locate a opening door because of directonal Sound.
Refrences
The Refereces (if available).
Game | Mechanic | Descriptions |
EXAMPLE GAME | Example Mechanic from that game with link | What Part do I reference from the mechanic in the referenced game |
Design
What is my specific design for the feature?
Area Sound:
- Objects emitt Sound in an area around them.
- While the Player is whithin the area -> the farther the Player is away from the Sound source the lower the Sound´s volume.
God Sound:
- These Sounds can be heard in the whole Level and always with a constant Volume.
Directional Sound:
- The player can locate a opening door´s position through the Sound (like steps in shooter games).
Sound Cues:
- Cues like music cues will occure randomly (time based).
- Some Area Sounds too need to occure randomly (time based). (example : Sentry whispering)
Required Feedback
What feedback does the designed feature need to function?
Sound
- Its all sound!
Variables
What Variables do I, as the Designer, need to balance this feature?
- Area Sound radius: increas/decreas radius
- A way to increas or decreas "random" probability (to controll if a sound is played once every ten seconds / once every ten minutes on average for example)
Dependencies
On what other features is this feature rely on?