Sound Design
summary
Argues that sound must be planned with level design, not tacked on later, and gives concrete fixes: avoid looping the same footstep asset by using footstep variance, use proximity-triggered zombie cues so growls, tempo and bass increase as enemies approach, and cue key events (a helicopter rescue) with a distinct audio signature. Describes implementation at zero latency backpack VR where adaptive audio measurably raised player tension and made scares land more reliably.
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chapters (9)
- 0:00Start
- 0:10A very formal introduction
- 1:18Today
- 1:51Thinking about Audio... Philosophically...
- 2:36Sound is the difference between...
- 4:31Those are cheap examples!
- 6:48So what's the problem?
- 7:40The Basic Concept
- 11:05Go forth and Audio
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