Please enable JavaScript.
Coggle requires JavaScript to display documents.
Sound which will go in to my game. (Ghostly noises (Create them using your…
Sound which will go in to my game.
Ghostly noises
Create them using your voice and reverb it to give it a ghostly effect - sound effect or asset store.
You would need to know how to reverb something to give it a ghostly appearance.
For the ghost when your not talking to them.
Wind
Record a friend creating a wind noise by blowing - folly, record the wind - sound effect or use an asset to create the wind.
The friend making the wind noise may not do it correctly.
The day may not be windy.
For the cold feeling while out side.
Birds chirping
Go to a pet shop - sound effect, go out to a quiet area with birds - sound effect, get birds chirping online from a asset store.
Pet shops are quite loud with multiple animals making lots of noises everywhere.
It is quite hard to find a quiet area where some birds would just let you record them.
The assets may not have the right type of birds.
To give a calming feeling to the mood.
Trees blowing in the wind.
Crumple a bag and add wind blowing to it - folly, record the noises from a bush blowing in the wind - folly, try to climb a tree and record it - sound effect.
Crumbling a bag may not give the right type of sound for walking on grass.
There may not be wind on the day you decide to record the bush or tree.
This is for the mood.
Music
Use audiotool, use audacity and you can use a asset for music.
The music you make may not be the right type of music you are looking for. The asset you get may not sound like the type of music you would want in your game.
Music for the tension and mood of the game.
Footsteps on wood
Walking on wood - sound effect or knock on wood - folly.
You may not make a good foot step noise.
For when you are inside.
Creaking doors
Creak a door, lean back on your chair for a creaky noise or asset store.
The doors you try to creak may not have a creak to it. The chairs may not have a wooden creak to them.
to add a bit of a spooky feeling to entering doors.
Slamming doors
Slam a door - sound effect, drop a book on the table - folly, stomp on the floor - folly.
The book on the table may not give the right type of sound for the door slamming. Stomping on the floor may not give a loud enough sound for the slam that i would want.
doors slamming behind the character for a bit of a noise jump scare.
Car engine
Record a car driving by or starting up or get an asset of a car starting up. - folly
You will have one chance and you will look quite weird recording a car engine. There may be some back ground noise. you may not find a good asset of a car.
For when you are outside on the street.
Footsteps on grass
Crumbling a bag - folly, walking on grass - sound effect, stepping on bags - folly
There's a very distinct sound that separates a bag from grass. grass is a crunchy sound but a bag is a crunch then a expand sound.
For when the character goes out side.
Rain
Record the rain - sound effect or use bacon - folly.
It way not rain. You need to know how to cook bacon.
for the classic spooky feeling while outside.
Voices
Get friends to help or use a voice changer and change the pitch of your voice - sound effect.
You may not have someone to help you make the sounds, you may not have the right things to change the pitch of your voices.
To bring you closer to the character.
Windows opening
Open a window - sound effect, opening a door and add wind behind to give the impression the wind comes when you open it - folly.
When opening a window you may not have enough push to make a noise of a creaking window. Opening a door may not give a window type of noise even if you add wind behind it.
This sound will be included for the spooky factor which will be a part of the haunted part of the game.
Rocking chairs
Lean back on your chair to create a creaking noise as if you were rocking back and forwards - folly, use a asset.
The chair might not creak when you want it to or it might no creak long enough.
This is for a bit of a horror part of the game where things start moving by them selves.