Monday, 26 January 2015

Dungeon level editing - Reverb Volumes 01

Using knowledge gained from The Game Audio Tutorial book I began to define some basic reverb volumes for the areas within the level. These volumes were created by using the builder brush to highlight areas of the game map and then define them as a reverb volume (area in which a reverb is applied when the player enters). Once the reverb volumes were created setting were available for adjustment such as reverb type (related to the type of space desired), volume of the reverb and fade time (time taken to fade in or out when the player enters or leaves the reverb volume). In cases where two or more volumes overlap a priority setting can be defined, this will make one volume take priority over another in such a situation.These settings were adjusted enough to sound authentic as possible given the limited number of preset reverb sounds available. This will provide a base to build upon and develop further but at this point gives an idea of how my own sounds will play back within the games environment.

Defining Reverb Volumes (highlighted in yellow)

Reverb Volume settings






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