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Sound Effects:

Note that all volume levels are rated on a scale of 1 (barely audible) to 10 (loudest volume).

Player’s Sounds:

Steps – Nexus Level


Will consist of a light tapping consistent of shoes on tile or a similar hard surface. One
sound looped per step. Volume: 2

Steps – Earth Level


Will consist of a crunching of shoes on dirt and rock.. One sound looped per step.
Volume: 4

Steps – Fire Level


Will consist of a mid-level tapping consistent of shoes on rock or a similar surface (in
this case cool lava). Volume: 3

Steps – Water Level – Water


Will consist of a similar sound of a shoe stepping in a small puddle, that is, that of a
small splash. One sound looped per step. Volume: 4

Steps – Water Level - Ice


Will consist of a light tapping consistent of shoes on ice or a similar hard surface.
Volume: 2

Steps – Air Level


Will consist of a very light tapping consistent of shoes on tile or a similar hard surface.
One sound looped per step. Volume: 2

Doug’s Sounds:

Steps – Nexus Level


Will consist of a light tapping consistent of dog nails on tile or a similar hard surface.
One sound looped per step. Volume: 3

Steps – Earth Level


Will consist of a short, quiet tapping of dog nails on a semi-hard surface. One sound
looped per step. Volume: 3

Steps – Fire Level


Will consist of a light tapping consistent of dog nails on tile or a similar hard surface.
One sound looped per step. Volume: 3

Steps – Water Level – Water


Will consist of a very small splash. One sound looped per step. Volume: 2

Steps – Water Level - Ice


Will consist of a light tapping consistent of dog nails on ice or a similar hard surface.
One sound looped per step. Volume: 4

Steps – Air Level


Will consist of a very light tapping consistent of dog nails on tile or a similar hard
surface. One sound looped per step. Volume: 3

Earth Golem’s Sounds:

Steps
Will consist of a heavy, loud thump, with additional ambient crunch similar to that of
gravel. One sound looped per step. Loud volume. Please note that the closer the player comes
to the sound’s source (the golem), the louder the sound will become, capping at a volume of
8.

Ambient
Will consist of a crunching sound similar to that of rocks grinding against one another.
Will consist of up to three noises created and looped into the creature’s animations. This will
be used for all bodily movement of the golem. Volume: 5.

Vocal
While the golem will not emit any discernable speech, it will voice a series of growls
and roars used in different animation and matinee sequences. A maximum of 4 clips will be
recorded and used. Will consist of primarily gravely-sounding roars. Volume cap (if close to
the golem): 9.

Fire Golem’s Sounds:

Ambient
Will consist of a slow burning sound similar to that of a crackling bonfire. Will emit a
low-pitch hissing sound interspersed with crackling, higher-pitched hissing, and sharp pops.
Volume cap (if close to the golem): 5.

Vocal
While the golem will not emit any discernable speech, it will voice a series of screams
and hissing used in different animation and matinee sequences. A maximum of 4 clips will be
recorded and used. Will consist of primarily high-pitched screeching and cat-like hissing.
Volume cap (if close to the golem): 8.

Water Golem’s Sounds:

Swimming
Very low radius of effect, the player will only be able to hear the golem if within 200
units of the golem. Will consist of a low sloshing sound similar to that of quickly moving a
hand underwater. Will be looped repeatedly. Volume cap: 5, average volume: 3.

Splash – Water portion


Sound used for when golem emerges from swimming portion of level into portion of
level where the player inhabits. A sudden, extended splashing noise. Slow fade to silence. Will
extend by continued dripping of water onto another liquid surface. Volume cap: 8, average
volume: 6.

Ambient – Water portion


Will consist of quick, sharp splashes (imagine a flat surface slapping another flat liquid
surface) interspersed with continuous dripping consistent with the splashing described above.
Volume: 5.
Ambient – Ice portion
Note that this sound will change over time. Dripping noises will extend throughout this
portion but, as the golem freezes slowly, the sounds will become less frequent until they
finally stop (and upon which time the golem will be completely frozen in place). There will also
be included a sliding, shuffling noise of the golem moving against a hard surface. Volume: 3.

Air Golem’s Sounds:

Ambient
Will consist of a mid to high-pitched whistling similar to that of a high-speed wind.
Interspersed with these noises will include lower pitched groans. Will vary somewhat randomly
between a volume of 4 and 7.

Vocal
While the golem will not emit any discernable speech, it will voice a series of groans
and mid-pitched whistling used in different animation and matinee sequences. A maximum of
4 clips will be recorded and used.. Volume cap (if close to the golem): 8.

Nexus Level Sounds:

Ground symbols
As the player completes different levels, four symbols on the ground of the Nexus level
will light up and will emit a tone. These four notes will culminate to a D major chord (notes: D,
A, D, and F#) in an upper register. The notes will go upwards through the levels (i.e., the low
D is the Earth level, the A the Fire, and so on). Volume cap: 5.

Earth Level Sounds:

Ambient - Humming Crystals


The exploding crystals mentioned throughout this document emit a low-pitched hum
similar to that of a large battery or electrical device. Volume cap: 5.

Ambient – Water dripping


One of the ambient noises of this level will include a slow, uneven dripping of water
from an unseen source. Volume: 3.

Water Pool (rushing)


If the player approaches the water pool used for the Water Trap, they will be able to
hear the rushing of water nearby. This will sound similar to a river, but muffled, as it is
currently trapped behind a wall. Volume cap: 6.

Water Trap
Should the water trap be activated, the water noise of rushing will be combined with
the Rock (impact) sound below. This will fall off finally into a slow trickle of water. Volume
extends from an 8 at start to a 4 at finish.

Rocks (impact)
Should rocks be destroyed (by the golem or otherwise), this is the impact noise of
those rocks. Will consist of a large, explosive sounding noise. Gravely and thick-sounding.
Volume cap: 8.
Rocks (fall off/crumble)
The sounds of rocks rolling, knocking against each other, etc. Volume cap: 5 drop off to
3.

Exploding Crystal
A sharp ring followed immediately by an explosion sound followed by the Rocks (fall
off/crumble) effect. Volume cap: 7.

Pistol
The sharp taps of a pistol being shot. Volume: 7.

Fire Level Sounds:

Ambient
Slow, low-pitched groan of hot lava moving accompanied by the occasional pop and
hiss of a wood-burning fire. Volume: 3.

Fuse
The hiss of a fuse being lit (similar to that of a fireworks fuse). Volume cap: 4.

Explosion (gunpowder)
A loud, popping explosion of gunpowder. Extends into Rocks (impact) and finally Rocks
(fall off/crumble) from Earth level. Volume cap: 8.

Fire (residual)
Used in combination with other effects. Crackle and pop of a wood-burning fire. Volume
varies with usage: 4-7 range.

Water Gun
Usage of a short, sharp usage of the Water rushing effect from the Earth level. Residual
dripping following the immediate end of the “shot.” Splashing noises similar to those of a
concentrated area of heavy rain will emit from the “shot” area. Volume: 6-7.

Fire – Snuffed out hiss


A sharp, extended hiss of a fire being put out. Loud on initial noise extending into
silence. Used for a variety of different effects (both Water Gun and Ceiling collapse trap
Matinee sequences, etc).

Water Level Sounds:

Ambient - Water
Extended rushing-water sound accompanied by sporadic dripping. Volume cap: 4.

Splash (short)
A short, sharp splash with very little extended ambient dripping. Volume cap: 4.

Splash (long)
A longer, extended splash with additional spatter and dripping drawing out the noise.
Volume cap: 5.

Air Level Sounds:


Ambient
Whistling and howling of a constant wind past the player. Volume will vary between 3
and 7.

Marble – dragging
A sharp dragging noise of marble on marble. Will start and finish in a gravely-sounding
pull. Volume: 6.

Other Sounds:

Heart monitor - steady


Steady, high-pitched beeping. Volume: 7.

Heart monitor - dead


Steady, high-pitched beeping followed immediately by a single, very long beep, which
eventually fades into silence. Volume: 7.

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