Sound
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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).
- Increas of volume when near to the door, but never below a certain volume when far away.
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)
- Volume for everything
- Minimum volume for door directional Sound
- A way to controll how fast the volume of the door sound decreases relative to the distance to it.
Dependencies
On what other features is this feature rely on?