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organic sfx

Using the metasounds tool I implemented and  helped create the audio for Bugs N' Guns. Here you can learn the method I used and some examples of more complex sound effects.

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new sound every time

Subtle variations on every sound to avoid repetition and make them feel alive

Every SFX was crafted using multiple similar sounds in separated layers. Using metasounds, a sample from each layer was randomly played to achieve multiple variations. Aditionally, I added random pitch variations to further achieve the organic effect.

Example: Electric weapon

From all of our weapons, the electric weapon had the unique feature of charging the shot to get higher damage. a good sound feeling was crucial when creating this weapon's personality and flavour.

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Electro_Charge_Audio
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For this reason I had to create two sounds for charged and light attack and an specially designed sound for the charge up, that was linked to code to augment the pitch and volume with the charge level.

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Sound management

Sound classes, attenuation and concurrency

I managed all settings and parameters regarding sound in the proyect. Given the large ammount of sound (weapons, enemies, characters, environment, etc.) I had to carefully create concurrency setting to match our needs.

Creating the attenuation setting was key aswell.

Dialogue help

Aditionally to the previous work, I incorporated a feature using the stablished sound classes to lower sound effects during dialogues and provide a clear understanding.

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