Dev Log #8 The Sounds of Spellbinder


Sound and Audio Creation

On Today's Devlog for our game spellbinder we will show how we do our sound and audio design.  

There are three core tools that we use in spellbinder that we pair with Unity to create the game. These three tools are FMOD Studio, Audacity and Busca Ceoil: The Blue Album.


Audacity

We use Audacity for recording sounds or augmenting pre recorded sounds. Most of the pre recorded sounds that we import into Audacity are recorded using a mobile phone as the audio quality seems to work well enough for our purposes but may not work well in every situation in getting the best quality.  

Apart from just recording audio or sound effects in Audacity we use it to augment them if needed. For example, distorting a microwave to add a wawa effect for a general sound effect when being close to a pickup. We may not just use the one effect but also layer the effects to get a more interesting final sound effect.


In Audacity we also cut our sound files to the required size so there is no dead space before a sound is needed or if dead space is needed we add it, so the sound file is exactly as needed for what it needs to convey or be used for.


 

Busca Ceoil: The Blue Album 

Busca Ceoil: The Blue Album is a continuation of Busca Ceoil and is the music creation software we use for Spellbinder. Busca Ceoil has an amazing array of sampled musical instruments that have a brilliant retro sound which perfectly suits for spellbinder.


The simple layout of Busca Ceoil means that it is easy to use for inexperienced creators, but it also has tools for more adept or experienced creators. With an easy to understand and search through database of musical instrument samples and an easy to tune and play with song effects, BPM, the scale being used and the type of scale being used.


FMOD Studio

Last but not least we will talk about FMOD Studio. We use FMOD Studio for creating audio events for the game’s sound design. FMOD is linked directly to our unity project and is an incredibly powerful tool.  

An example of our FMOD events is shown below, this is a work in progress screen shot so the FMOD project is subject to change: 


Inside of the FMOD events there are many different ways they are used. Some examples of events that we use in Spellbinder are nested 3D timeline events, 2D timeline events, 3D action events and 2D action events.


 

By Combining all of the different parts of these tools it allows us to bring you the player the sound design of Spellbinder.  

Thank you for reading, 

Púca Studios.

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