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Showing posts from April, 2024

Sprint 6 CAGD 495

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 For this sprint, I was collecting some sound samples in the outside and made SE. For Crushing_leaves.mp3, I recorded with crushing withered leaf by hand on the side of the river in the college area. For place_item.mp3, I recorded my shoes sound. I changed effects in editing software and made it soft. For footstep_soft.mp3, this is enemy footstep sound and the ground is totally grass. So I made stump on the withered leaves softly and recorded that. For enemy_idle.mp3, I was offered to create a soft and squeak sound, so I used a same sample of enemy death sound. I changed pitch and repeated the sample. Also, I am still working on the BGM. What I am trying to create seemed to be hard, so I'll ignore melody line right now and focus on the chord.

Sprint 5 CAGD 495

 For this sprint, I created 2 short loop sounds and 1 long loop sound. I took 1 week for creating a below audio. General process is same as a previous work of Whoosh, but I combined 2 audio sources, twinkle and wind sound. Icy spell sound In other week, I made Shadow spell sound and river stream sound Shadow spell sound River stream sound I left same explanation on my card, but I'll leave it here too. I was thinking that the audio source will be stick on the particle object and loopable because the audio will be back to the beginning when player fires the spell in short span. If the other sound is triggered during a first sound is playing, a sound will be unnatural. To avoid this, I thought an audio source will be attached in the particle prefab and is not involved in the other spell. The audio sounds differently if I created a completed whole sound track of the spell. If loopable, sound volume will decrease by spatial sound and sounds natural. I was also working on the creating o