Sound Stages With Sound Emitters


I'm really excited to share a brand new feature with you that we believe will add another layer of immersion to your adventures - Directional Sound Emitters!

Sound Emitters: The Beginning

This inspiration for this feature came from an appreciation of the incredible atmosphere that the game Operation Flashpoint achieved by adding sounds to their missions. We felt our game, being more narrative than graphically driven, needed something to make the environment come alive and stimulate the imagination of our players. We started with a simple idea: that a campfire should sound like a campfire, and things just grew from there. The human mind associates sounds and smells with memories. Therefore, appropriate sounds can transport your mind to the intended environment and truly make places come alive.

How Do They Work?

With this feature, you can place sound emitters on your maps when using the adventure creator. You can use your own sound files or select from a list of pre-made sound files we've provided. When a character gets within the range of the emitter during gameplay, the sound will be played, enhancing the ambience of the scene and really helping to set the atmosphere. This is great for adding environmental sounds like bustling town squares, roaring fires, the rhythmic beat of a blacksmith's hammer, or even the terrifying growl of a lurking monster!

Tips and Considerations

While this feature is amazing, moderation is key. Try not to add too many sound emitters to the same adventure encounter, as that could create a chaotic symphony of sounds that can overwhelm your players. For more nuanced control, you can disable the directional volume control to make the sound equally loud in the entire range of the emitter. This is particularly handy for creating the indoor sounds of a specific room or space.

The system even lets the walls and trees block the sound emitters' spread, so you can use a central placement and range to make the sound fill an enclosed space like a room. Experiment with this to create dynamic soundscapes that truly bring your adventures to life!

The Challenge

Developing this feature was quite an adventure in itself! Working with trigonometry to adjust the volume and left/right pan of sounds to make them directional for that extra touch of realism was a fun challenge. There was also an unexpected obstacle to overcome in the form of the game's internal background music, which required a significant restructuring of how that music is activated and handled. But now, thanks to that, you can pause the background music when you approach the bard in the local tavern and hear him playing authentic medieval music.

Final Thoughts

The goal of this feature, as with everything we do, is immersion and atmosphere. It's about creating that feeling of truly being in the character's shoes, experiencing the situations they are travelling through. Sound emitters bring an essential element to the game that makes each encounter truly come alive.

Directional Sound Emitters are now available to everyone in the adventure creator tool. We can't wait to see (and hear) what you come up with!

Until next time, keep adventuring and happy creating!

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