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Note that all volume levels are rated on a scale of 1 (barely audible) to 10 (loudest volume).
Player’s Sounds:
Doug’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.
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.
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.
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.
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.
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.
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.
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.
Marble – dragging
A sharp dragging noise of marble on marble. Will start and finish in a gravely-sounding
pull. Volume: 6.
Other Sounds: