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Audio Bible
In fighting games, which requiere a big amount precision, it is very important to give feedback to every action the player does. With each sound, the player must be able to know if a powerful punch is being performed, if he's doing a fast attack, if their attack got blocked, etc. because it is not easy to be focused only in the visual part. Furthermore, the background music has to create a feeling of tension without distracting the players.
Audio | Type |
---|---|
Start screen music | Background |
Fight music | Background |
Pause Music | Background |
After-Fight screen music | Background |
Selection | Feedback |
Confirm selection | Feedback |
Pause menu in | Feedback |
Pause menu out | Feedback |
On-scene events | Sound Bit |
Attacks | Feedback |
Swap | Feedback |
Jump | Feedback |
Blocked attack | Feedback |
Start screen music will be similar to the arcade games’ ones.
Fight music references: Ryu Theme (Street Fighter II): https://www.youtube.com/watch?v=hO7JEqIPQv0 Ken Theme (Street Fighter II): https://www.youtube.com/watch?v=-14W5XTqL5U Easy to loop and difficult to be distracted by.
Pause music can be a version of the fight music but with lowered volume, or a different version with less instruments.
After fight screen music will be similar to arcade games’ score screen ones.
Selection sound will be applied when moving the selection cursor from a choice to another.
Confirm selection sound will be applied when pressing action button over a selected option.
Pause menu in / out will be applied when pausing and resuming the game.
On-scene event sounds will be the different sounds that can be applied to the events and are taking place in the scene but are not related to the playable characters. For instance, a dragon flying in the background, or this same dragon spitting fire.
Attack sounds will be applied to give feedback to the characters actions. Each character will have his own sounds depending on the abilities they have.
Swap sound will be applied when two characters swap their position.
Jump feedback sound will be applied when a character jumps.
Blocked attack sound will be applied when a character blocks an enemy attack.