Lesson 2

Table of Contents

Using Randomization

One of the most powerful aspects that audio brings to video games is how it can drive the experience of the player in ways that a visual alone cannot. Audio’s role is not limited to merely supporting the graphics that you see on the screen, so it’s important to think beyond what you see in the game. More importantly, focus on the things you don’t see. For example, just after the Wwizard fires the ice gem, it's no longer seen in his staff. Where does the gem go? It falls on the ground of course, but there’s nothing about the animation that shows this. This doesn’t mean that you shouldn’t add the sound of a gem falling on the ground. In fact, you definitely should! This is what helps to sell the experience to the player.

You’ll now add the sound of gems hitting the ground. Every time a gem hits the ground, it breaks apart and the pieces scatter in a different pattern, creating a different sonic rhythm each time. This means that using the same recording of an object hitting the ground over and over would quickly sound unnatural and become an audible nuisance for the person playing the game. To avoid this, you can import multiple audio files, each created from dropping gems on the ground. You’ll then use a type of audio structure called a Random Container to select one of these imported files each time the ice gem is fired.


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