About

Remote Shepherd is the capstone project for Long Shot Games, a group of five graduate students in RIT's Game Design and Development masters program. The game allows the player to step into the shoes of a group of vigilantes who have decided to put their skills gained as Marine Scout Snipers to use in cleaning their city of criminal organizations. This blog will track both the ongoing design and development of the project.

Thursday, February 24, 2011

Sound Types and Categories

In Remote Shepherd's Sound Engine, we have two types of sound. They are 2D sound and 3D sound. 2D sound does not depend on any sound emitter or sound listener. When we play 2D sound, its volume will always be the same all the time. However, for 3D sound, the attributes of the sound emitter and sound listener will affect how the 3D sound being played. When the attributes of the sound emitter or listener change, the volume of the sound may increase or decrease and the sound may pan left or right.

When/Where to use 2D sound?
  • Main Menu
  • In-game Menu
  • Pause Menu

When/Where to use 3D sound?
  • In game's missions or levels

In the sound engine, the sounds are divided into four categories: Music, Ambient, Effect and Voice. We divided the sounds into these categories so that it will be easier to manage.

Music
  • any music coming from radio, stores, buildings or background music for the main menu or in-game menu
Ambient
  • any sound that comes from the environment or the atmosphere. e.g. wind, machines, generator, city
Effect
  • any short sound or non-looping sound effects. e.g. rifle shot
Voice
  • any looping or non-looping audio for the characters in the game

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