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!")''  
  
* Have an easily usable template for Xp-cards
+
* Certain Sounds can be heard from everywhere (God Sound).
* Hav an example Xp-card regarding structure and content
+
* Some Objects will have directional Sound.
* XP-Cards should be formatted in a way that information can be found quickly and efficiently
+
* 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?''
  
* Designers should be able to check their xp-cards by themselves  
+
* Music and some other Sounds must be heard from everywhere.
* Reduce workload from the lead and give more autonomy to the designers
+
* 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 ===
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''What is my specific design for the feature?''  
 
''What is my specific design for the feature?''  
  
==== First: ====
+
==== Area Sound: ====
  
* The idea behind the feature
+
* Objects emitt Sound in an area around them.
* Intention and Requirements of the feature
+
* While the [[Player]] is whithin the area -> the farther the [[Player]] is away from the Sound source the lower the Sound´s volume.
* Context needed to understand the design  
 
  
==== Second: ====
+
==== God Sound: ====
  
* Necessary References
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* These Sounds can be heard in the whole [[Levels|Level]] and always with a constant Volume.
* The feature design
 
* Feedback needed for the design to work
 
  
==== Finally: ====
+
==== Directional Sound: ====
  
* Dependency-Links to other features
+
* The player can locate a opening [[Doors|door]]´s position through the Sound (like steps in shooter games).
* Variables, needed to balance the feature design
+
 
 +
==== 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?''
 
==== VFX ====
 
 
* Feedback 1 - Short description how it should look/sound/work
 
 
==== Animations ====
 
 
* Feedback 2 - Short description how it should look/sound/work
 
  
 
==== Sound ====
 
==== Sound ====
  
* Feedback 3 - Short description how it should look/sound/work
+
* 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?''  
  
* variableName - what the variable does
+
* 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?''
  
[[Link to Dependencies]]
+
[[Player]], [[Doors]], [[Soundlist]]
[[Category:ToDo]]
+
[[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?

Player, Doors, Soundlist