Transmutation: Audio

17 Aug

For Transmutation – I recorded some audio for certain things. Some ow sounds for mutants and players, an elevator will arrive sound/s, some menu bips when selecting or changing buttons and sourced an elevator ding sound.

To get the Audio for the menu bips to play. Inside the method code that runs when the button is pressed – it plays a random bip sound.


Source PlayRandomBip

But I also wanted a way to play a random bip sound when changing between buttons. After some research I found out that buttons have an event trigger – on Select, and on Deselect are the ones I wanted. When the event system knows that this is the selected object. It will run the events that I parse into it. In this case, on Select is – Activate a highlight behind the button and PlayRandomBipSound(). On Deselect is to just deactivate the highlight behind and not to play another bip sound. Because changing from one button to another is always going to require one Deselect and one Select event call. If both Select and Deselect had PlayRandomBipSound() it would play two sounds every time a change of button occurs.

For a small fraction of time I used one of my previous tracks that I made as a placeholder Main Menu track, and the main Game scene had my placeholder background track for quite a while. I used the audio source Play On Awake and Loop for the background music.

Main Menu BGM

All of these were only placeholder until the audio students sounds were complete. Or at a stage for us to implement. Although there was a short list of audio in our asset list to give them examples of the sounds we were looking for, Ash Ball and Chris Ware went above and beyond.


The Background music that we ended up using for the Main Menu – Game Scene – Game Over scene was this track: The intensity of the music changes over time, and we can set the intensity within our game itself so the background music will loop on the appropriate intensity. The intensity of the game increases with each playable characters radiation becoming greater and greater.

There is a unity attachment called FMOD that allowed us to connect to the background music and change the intensity. I’m not familiar with FMOD at all currently, one of the programmers Pritish on my team set it up and implemented the sounds through it. Theres still a few more sounds to implement but we have a good portion of them there. I’m sure this won’t be a one-off for FMOD and I’ll come to learn how to use it. Pritish was the initial contact point for the audio students and set out their work for them and what we wanted. One of the weeks that we were catching up with the Ash and Chris, Pritish was away and I was going to oversee their progress and where to go from here. In the short 15 minute conversation that we had from the initial contact I got the feeling that these two really knew what they were doing, what we wanted and how to get where we all needed to be. They needed very little direction, no motivation and only a small amount of clarity. They always put their sounds in the google drive folder that we had set up for the team that everyone had access to. They delivered on time and are genuinely great blokes to work with. 100% I hope this isn’t the last time I see either of these two.

Until next time –



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Posted by on August 17, 2016 in Audio, C#, Game Dev


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