008 Sounds are WICKED

Seriously, why is sound design so hard ;- {

Devlog #7

It pains me to no end to spend the better part of the last 2 weeks scouring the web and various sound libraries for sfx to use in my game, only to start to implement them and they don’t sound nearly as good as they did when I first saved them. Or they feel completely out of place. It just goes to show you should never trust blue alligators to place your bets on toucan races… they don’t have any bills. Anyways, checkout this video I posted on Reddit. 

You will likely need to click/double click the video to open the player to turn on the sound.

I’m a sfx and sound design padawan it seems. Also gotta give credit where credit is due, the music track was put together by my brother! It’s only a rough demo though, I’m using it as a placeholder for now but it captures the vibe I’m going for in the music theme pretty well. Energetic, adrenaline-pumping, and a bit chaotic.

Here’s a short discussion about sound basics for anyone interested. I have yet to implement this in my game, but I’m anticipating that when I do things will sound a lot better:

What Makes A Good Sound Effect?

Sound is an entirely separate and dedicated channel of input the player receives as feedback that contributes immensely to the entire experience. So it’s important that sounds are just as juicy and appealing as the visuals to keep players engaged and loving the game. While there are millions of sounds to choose from, most cannot be used in isolation right out of the box and need some producing to make sure they fit great into the game. Here are a few principles that help make sounds feel good.

1. Sounds Must Be Layered

This tip refers to the range of auditory stimulus that the human ear is able to perceive. In general, there are low frequency sounds, high frequency sounds, and some that land in between referred to as middle frequency sounds (Low, High, Mid). When designing what sounds to include in a work, utilize this full range across a variety of sounds to create a fuller sound experience. A soundtrack with only high end is like eating a sandwich but you can only lick it. Sure it might taste good initially, but you’ll be left hungry and wanting more. To be clear, not each individual sound should have Low, High, and Mid, but the combination of all the sounds used should cover this full range.

2. Sounds Must Be Coherent and Fit the Theme

Sounds should match the emotion and feeling of the action. If the action is combat, the sounds should inspire adrenaline and be chaotic, and they should all feel similar. It is possible to choose sounds that don’t seem to match the situation, but the key here is to be consistent throughout in application. Humans don’t communicate by beeping and booping, but if they all do this in the game all the time, and it is accompanied by cheery music, it can be great for a lighthearted or cozy-themed game. These sounds won’t be “realistic” but they are coherent, because they all work in sync and complement each other, which is why they work.

3. Song Transitions Need A Boost?

That’s right, when transitioning between songs, don’t just simply crossfade. While this can work, what is better is a properly designed transition. Make sure it lines up on the beat, and insert risers, swells, or suckbacks to help transition into a song, and use impacts, slams, and hits to transition out. Not as essential as the previous 2 tips, but something that can help take the sound design to the next level. Ensure to keep in mind 1 and 2 while doing this one.

That’s it for now. More updates soon! Getting close to a closed playtest, so ensure you sign up on my home page!

BUILD ON EVERY DAY
-Ethan

Last Updated: 8/9/2025. Added clarification to tip 1. Sounds Must Be Layered

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