Learning to Create Sound Effects for my Godot RPG

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 376

  • @DevDuck
    @DevDuck  3 ปีที่แล้ว +36

    Hey everyone! Thank you SO MUCH for all of the great tips and feedback you've given me. Fret not, I've already revisited my implementation and updated it to make use of Godot's audio buses. Much easier to handle audio levels there, and we now have a master volume slider too!
    Appreciate the ongoing support for the channel and Dauphin. You guys rock!

    • @theearthburner6159
      @theearthburner6159 3 ปีที่แล้ว +1

      👍

    • @BastiaanOlij
      @BastiaanOlij 3 ปีที่แล้ว +1

      Late to the party, I was just about to suggest audio buses as well :)

    • @leojaxxon3405
      @leojaxxon3405 3 ปีที่แล้ว +1

      pro tip: watch series at Flixzone. Me and my gf have been using it for watching loads of movies these days.

    • @haydenalbert7738
      @haydenalbert7738 3 ปีที่แล้ว

      @Leo Jaxxon Definitely, I have been watching on Flixzone for since december myself :)

  • @Marvin_Hermann
    @Marvin_Hermann 3 ปีที่แล้ว +176

    You should definitely use a clacking sound for the crabs. Like clacking their claws

    • @FutureChaosTV
      @FutureChaosTV 3 ปีที่แล้ว +13

      That was my thought too. Like a warning "clack". Sharp and somewhere between a metalic sound and something that reminds of stone hitting stone.

    • @Marvin_Hermann
      @Marvin_Hermann 3 ปีที่แล้ว +10

      @@FutureChaosTV that's a great idea :D

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +27

      Ah I agree!

    • @Sputterbug
      @Sputterbug 3 ปีที่แล้ว +1

      Like how stardew valley does chickens, they only cluck every once in a while so it isn't obnoxious

  • @swiggyawag7037
    @swiggyawag7037 3 ปีที่แล้ว +196

    Yes to the grassy footsteps. No to the Sandy. Watery just needs to be a bit deeper. Yes to talking to the camera. So proud☺️

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +40

      Planning to do more talking to the camera! Appreciate the feedback.

    • @JesusW4y
      @JesusW4y 3 ปีที่แล้ว +9

      @@DevDuck I suggest recording some pebble-rumbling sounds and overlaying those to the existing sand. A trick for good sfx designs is layering.

    • @Sputterbug
      @Sputterbug 3 ปีที่แล้ว +1

      @@JesusW4y good advice

  • @TurtleMaster326
    @TurtleMaster326 3 ปีที่แล้ว +62

    I DEFINITELY like the grass and sand step sounds, they fit the terrain, and they aren’t too loud or distracting while still immersing

  • @JelowGames
    @JelowGames 3 ปีที่แล้ว +120

    The morale on this guy and determination and motivation are so incredible. I seriously need some of it

    • @Rhino123freak
      @Rhino123freak 3 ปีที่แล้ว +9

      @@ozaiozado you need the said determination and motivation to BE rich so it goes hand in hand lol

    • @JelowGames
      @JelowGames 3 ปีที่แล้ว +1

      @@ozaiozado ikr lmao just stop world hunger

  • @gajan8758
    @gajan8758 3 ปีที่แล้ว +45

    Just a little tip for anyone new to audio production: Make sure you have a fixed listening volume. Anything you do, be it sfx, music, dialogue, mixing etc, will change when you change your listening volume. Never ever change it or you'll end up with an unmanageable mess of levels...;)

    • @bonehelm
      @bonehelm 3 ปีที่แล้ว +2

      That makes a lot of sense! I need to adopt that for my current game....

    • @gajan8758
      @gajan8758 3 ปีที่แล้ว +5

      @@bonehelm nice! :) here is another one :D
      the quieter you listen the more compressed you will mix your stuff. the louder you listen the more dynamic it will get. it might seem obvious but it should be an aware decission ;) (for really in depth stuff check out bob katz' K-system)

    • @AshleyKampta2
      @AshleyKampta2 ปีที่แล้ว

      I recommend getting a loudness meter plugin like the Youlean Loudness Meter to make sure that your sounds are all the same volume, or to make sure that you can keep any relative volume changes consistent!

  • @bourbonbobo
    @bourbonbobo 3 ปีที่แล้ว +20

    Oh I always love to see a game getting sounds added in. I highly recommend taking the time and prioritizing ambient sounds like wind and waves (maybe with another volume slider) as they will make the game feel so much more alive in my opinion.
    Another thing I might suggest that I've found really handy is to use a pooling system for some sfx so you don't manually add an AudioStreamPlayer for each individual sfx. You could have either a global one (maybe for less common sfx) or one say attached to the player. This can also help for things like enemies where you usually don't need to be playing a sound constantly for every single one and cam instead pass around 3 or 4 AudioStreamPlayers between them all.
    Great work on the extension to the AudioStreamPlayer though that looks handy and I'll definitely be adding a pitch variation option in my games in future. Might also be good to ensure that you don't use the same pitch two or more times in a row as it can break the illusion that every sfx is different.
    Can't wait to see more of this! I've recently tried Godot for the first time after using Unity for nearly 8 years and I'm really enjoying seeing others working with the engine.

    • @jakegraham7692
      @jakegraham7692 3 ปีที่แล้ว +2

      Oh hey I recently discovered you from the yeah I make games podcast. It's cool to see you in the comments of another dev I like.

  • @thebrogrammer2077
    @thebrogrammer2077 3 ปีที่แล้ว +11

    You seem to have a healthy relationship between dev work and still maintaining other parts of your life (fitness, relationship with spouse, garden, etc.)

  • @MikeBishop
    @MikeBishop 3 ปีที่แล้ว +8

    Absolutely would 100% love to see a setup video for the new workspace!

  • @TheDarkfire9251
    @TheDarkfire9251 3 ปีที่แล้ว +10

    IMPORTANT AUDIO TIP
    You mentioned adding music/sound tags to playing sounds, to use this for separate volume sliders. Instead, you should look into the audio bus system that Godot has - basically you plug the sounds into different volume sliders and it will do most of the work for you ;)

  • @pigdev
    @pigdev 3 ปีที่แล้ว +1

    As for volume adjustment, check out this tutorial we've made in GDQuest. There we use AudioBuses, which will also allow you to add effects to your SFX, such as pitch shifting, low pass filters which you even animate in run time!
    www.gdquest.com/tutorial/godot/audio/volume-slider/
    You can also take a look at this demo to see how we can have as many different AudioBuses we want with this approach:
    pigdev.itch.io/audio-kit

  • @pawekoaczynski4505
    @pawekoaczynski4505 3 ปีที่แล้ว +1

    I haven't watched your videos in about 6 months, and I recently started learning Godot, so this seems to be the perfect time to catch up with the series

  • @damunzy
    @damunzy 3 ปีที่แล้ว +7

    Great video. I like that you talk about having a life outside development too. Unfortunately, a lot of people, myself included, forget about that important stuff sometimes.

  • @bitbraindev
    @bitbraindev 3 ปีที่แล้ว +12

    I was wondering already when you are going to cover the sound design of Dauphin! I haven't watched it yet but I am very excited to press PLAY!

  • @BingtheLizard
    @BingtheLizard 3 ปีที่แล้ว

    It definitely feels like you got the subtlety right with the footfalls on the terrain. Ideally it's a hardly noticeable sound but still adds a lot to the immersion and I think you did it well.

  • @deondreenglish4508
    @deondreenglish4508 3 ปีที่แล้ว

    I have to say these devlogs and dauphin in general, absolutly insperational. Thanks so much for a amazing watching expirecence!

  • @RugbugRedfern
    @RugbugRedfern 3 ปีที่แล้ว

    Wow, those footstep sounds are awesome! Love all the sound work man, keep it up!

  • @alexjenter4381
    @alexjenter4381 3 ปีที่แล้ว

    Wow that fisherman's hut music is actually pretty good!! Didn't know you also were so good at music! Now I also want to finish my track :)
    Thanks for all the inspiration!

  • @bluepixelbird1898
    @bluepixelbird1898 3 ปีที่แล้ว +1

    This is so awesome, well done mate! This is exactly what I was doing this week for my own project!

  • @maaaazen9993
    @maaaazen9993 3 ปีที่แล้ว +2

    A setup/workflow video would be really interesting ! Also, luv those sound !

  • @davnoa5958
    @davnoa5958 3 ปีที่แล้ว +15

    So, how about "chasing crabs" particles wear of in gradient? My eyes are just stuck to this little detail.
    Something like, not just red and purple, but purple-pinkish-red. (or more steps)

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +5

      I agree! A bit more detail would definitely help there.

    • @davnoa5958
      @davnoa5958 3 ปีที่แล้ว +3

      @@DevDuck oh, wow. Whell. That was too quick response, I am to late to edit my first comment, So...
      One thing about options with sliders.
      Presentage! For visual representation to more... "professional look", in my opinion. And for more... Open-like approach? As a software developer, I can say only one thing. ALWAYS WRITE AS MUCH AS YOU CAN IN OPTIONS MENU! People are don't think as a developer. They don't know what this "RTLSA ON/OFF" means. (Right to last saved action, by the way. And that's don't get it cleared.)
      So, write this kind of stuff as dumb as possible. Some people will complain, but most will be grateful.
      Sorry about this little runt.

  • @Morraak
    @Morraak 3 ปีที่แล้ว +1

    I really like the sand steps and the sword swing sounds. I feel like the water is making more of a plip plop sound than a wooshing sound if you're wading through water. The plip plop sound could be good for stepping in puddles though!

  • @acb_gamez
    @acb_gamez 3 ปีที่แล้ว +17

    PLEASE UPVOTE THIS SO HE CAN SEE lol
    1. You should DEFINITELY be using Godot's built-in Audio busses instead of storing preferences to adjust the volume. Click on "Audio" at the bottom near where animation is. Then you create a Bus for Music and for Sound Effects. Then you just change the bus of the AudioStreamPlayer to be whichever you want. Finally, adding a settings menu is as easy as using Godot's slider node and connecting its value to the audio busses volume_db scale.
    2. Your randomize_pitch function seems a lil overcomplicated. You can just do pitch_scale = 1 + rand_range(-pitch_variance, pitch_variance)
    I did sounds the way you are doing at first, and it is SO much easier to do them the way I am describing. It will save you a lot of headaches.

    • @aknakos5448
      @aknakos5448 3 ปีที่แล้ว

      I was literally going to write the same thing.. I hope he sees your comment!

    • @uheartbeast
      @uheartbeast 3 ปีที่แล้ว +2

      The audio busses are amazing and easy to use. Here's my vote to use them as well.

    • @-Name-here-
      @-Name-here- 3 ปีที่แล้ว

      I hope he switches to audio buses soon

  • @_BeastGamerAndy_
    @_BeastGamerAndy_ 3 ปีที่แล้ว

    I think that for when the crabs get angry instead of making a angry screech it would enable their walking sound effect so it allows the play to become much more aware that they are being chased.

  • @GermyJer
    @GermyJer 3 ปีที่แล้ว

    Great job! I really like how you focus on your real life. I am also working on my game in between gardening. It's really encouraging to me to see that it's possible to have a life and job AND work on a game on the side.

  • @shreyasbhattacharya1659
    @shreyasbhattacharya1659 3 ปีที่แล้ว +3

    The sand sound reminds me of the 'Dynamic Surroundings" Mod in Minecraft that enhances the 'sound' of the game. Could be a nice inspiration, or starting/ referance

  • @sparkymeowmeow
    @sparkymeowmeow 3 ปีที่แล้ว

    Love the vibes and personability of your devlogs :D

  • @MattKander
    @MattKander 3 ปีที่แล้ว

    Oh hell yeah I’m down for a DevDuck studio tour. Sign me up

  • @Sheevlord
    @Sheevlord 3 ปีที่แล้ว +10

    You might want to look into "foley" - the art of creating sound effects for movies, named after the guy who pioneered it. Foley artists use a lot of creative ways to make sound effects. Also, where possible it's best to replicate the sound by replicating the cause. So, to record a footstep in a wet sand you can put wet sand onto a tray and press a boot onto it. Also, a common pitfall to avoid is improper balancing. For example, in Ara Fell (a great game BTW), the jungle biome (yes, spellcheck, it's a real word - stop underlining it with a squiggly line) had monkey sounds in the background which were a bit too loud compared to other ambient noises. It was pretty annoying. As a general rule, ambient sounds should be a lot quieter than sounds the player should react to (like noises made by enemies), even if it's not entirely realistic. A real factory might as well be so loud that it's impossible to hear anything else, but for the sake of gameplay it's best to make it a lot quieter.
    EDIT: fixed typo (thanks to 6502 for noticing)

    • @sixty502
      @sixty502 3 ปีที่แล้ว +1

      foley*

    • @Sheevlord
      @Sheevlord 3 ปีที่แล้ว

      @@sixty502 Oops. I should've paid more attention when typing

    • @daniel-zh9nj6yn6y
      @daniel-zh9nj6yn6y 3 ปีที่แล้ว +1

      I imagine water sounds are the easiest, everyone has a kitchen and some pots.

    • @jeromealday614
      @jeromealday614 3 ปีที่แล้ว

      @@daniel-zh9nj6yn6y ummm...yeah. everyone....

    • @daniel-zh9nj6yn6y
      @daniel-zh9nj6yn6y 3 ปีที่แล้ว

      @@jeromealday614 If you don't have those, you probably have other problems than making a game.

  • @BigManBilliam
    @BigManBilliam 3 ปีที่แล้ว +8

    I wish I could live in your house it’s like an aquarium and I love it

  • @grunkles
    @grunkles 3 ปีที่แล้ว

    Love the vids! Very motivating. :)
    What I've found helps with sound effects is layering different sounds to capture each element I'm looking for in the final one. Might help ya here!

  • @cube9862
    @cube9862 3 ปีที่แล้ว +8

    You should have environment keep moving whenever you pause so that it won’t feel so dead. It would look nice whenever you add weather

  • @Ben-wx7kk
    @Ben-wx7kk 3 ปีที่แล้ว +1

    To make the game more immersive, you could add some background sounds that only activate when you go within 'hearing distance' of them. Like the water on the shore, or the boat creaking and rocking when you board it.

  • @ardasutcu6710
    @ardasutcu6710 3 ปีที่แล้ว

    That loadout drop reaction was priceless 😂 Love these devlogs, keep’em coming :)

  • @TheBuffED
    @TheBuffED 3 ปีที่แล้ว

    Love the devlog, especially seeing some squats. Possible collaboration on a fitness style game jam someday? Also just to add, I think the sound effects in the sand were spot on, I wouldn't change those at all.

  • @arthurdarocharuzinsky8182
    @arthurdarocharuzinsky8182 3 ปีที่แล้ว +1

    Now thats I call a good content on youtube, that is something new and attract the public.. good job man

  • @CKRETZ
    @CKRETZ 3 ปีที่แล้ว

    Love your devlogs! So relaxing :)

  • @calebduke2832
    @calebduke2832 3 ปีที่แล้ว

    Great job! I love how sound system is coming along. The game Thief Gold had some great crab-related audio indicators and sounds for the Craymen enemy type (walking lobster people.) Very memorable.

  • @omarmauri3886
    @omarmauri3886 3 ปีที่แล้ว

    Grass walking sound effect is absolutely spot on! The others need a bit of tweaking but you'll get there :)

  • @matthias916
    @matthias916 3 ปีที่แล้ว

    These video's are only getting better and better, keep it up!

  • @splch
    @splch 3 ปีที่แล้ว

    this is a little off-topic, but i really appreciate seeing how you organize your code and class decision/reasoning... I'm studying cs right now, so it's been helpful to observe how you do it :) thanks

  • @pokirussgamedev530
    @pokirussgamedev530 3 ปีที่แล้ว

    for the stepping on sand sound, you should record a sound of you pressing your finger towards some kind of cereal and then make the pitch higher

  • @GamesBySaul
    @GamesBySaul 3 ปีที่แล้ว

    Nice work on the devlog, it felt different, in a good way than your usual style so I was a big fan! I would definitely like to see a "setup" video and more of your house, your garden looks beautiful! :D
    Also for the crabs surprised you didn't just go with the Metal Gear "!" sound ;D

  • @Skeffles
    @Skeffles 3 ปีที่แล้ว

    Excellent progress on these sounds! I tend to find sounds harder to make and often just throw together random stuff from BFXR for game jams.

  • @FelixxFelixx-tt7sf
    @FelixxFelixx-tt7sf 3 ปีที่แล้ว

    13:05 got a real Monkey Island 2 vibe from the music here! Great job!

  • @nickdelligatti7837
    @nickdelligatti7837 3 ปีที่แล้ว +3

    Great devlog as always!!! what if in the research vessel you had a shrimp tank you can inspect and look inside and when you add a shrimp to your real tank you can add one in game? I think it would be a cool little "easter egg"!

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +2

      The player will definitely have their own aquarium in Dauphin :)

  • @burntbeanies7886
    @burntbeanies7886 3 ปีที่แล้ว +1

    LOVE the sword swipe, that is very satisfying. Though I feel that some of the footsteps might get annoying to hear constantly, if they were a bit quieter and there was background music (obviously you don't got bg music rn) then it would probably be alright. I just could imagine hearing those footsteps repetitively it could grate on the ears.

  • @revanth5099
    @revanth5099 3 ปีที่แล้ว

    Your setup looks so good. Definitely looking forward to setup reveal

  • @perezident14
    @perezident14 3 ปีที่แล้ว

    SETUP VIDEO SOON PLEASE. I need that monitor and desk!

  • @goldone01
    @goldone01 3 ปีที่แล้ว

    Grass and wood sounds already sound very good! Also like the melee sound even though it could be a bit deeper I think.

  • @ac3_train3r_blak34
    @ac3_train3r_blak34 3 ปีที่แล้ว

    I'd love a setup video!! Always curious to see what others are doing

  • @MarisaClardy
    @MarisaClardy 3 ปีที่แล้ว +1

    For volume management, why don't you use audio buses?
    That's what I did, and allows for a lot of flexibility for management. Including having a global volume slider.

  • @shreyasbhattacharya1659
    @shreyasbhattacharya1659 3 ปีที่แล้ว

    The setup video is a must!! Nice devlog bruh.

  • @WTclub
    @WTclub 3 ปีที่แล้ว

    For the footstep sound effects, it could be nice to add some lower end (for example by tapping the mic with your finger) and blending it very softly in the sound. It could make the headphone experience a bit nicer and fuller.

  • @xilliman
    @xilliman 3 ปีที่แล้ว

    I love your new desk. I wish i had some more space for plants.

  • @crumstopher
    @crumstopher 3 ปีที่แล้ว +1

    This is probably my favourite devlog so far, as an amateur sound designer myself. I think you did a great job on the footsteps; I found they were reminiscent of Animal Crossing New Horizons. Also I'd love to see that setup video

  • @fennecfugames
    @fennecfugames 3 ปีที่แล้ว +1

    For the first iteration of sounds, these are great! Shallow water does sound more like mud though haha

  • @turtlegamer8065
    @turtlegamer8065 3 ปีที่แล้ว

    I loved to see this type o content, especially since I went into game dev learning Godot and then c#😊😀

  • @LameDuckStudios
    @LameDuckStudios 3 ปีที่แล้ว

    Simple solution. Just get a box of sand or dirt and record the sound of something pressing into the sand. A finger, a ping pong ball, a foot, etc. Just something. It'll sound more natural and you can always modify it in your sound editor. I would do the same thing for the various terrains. When I did the block breaking sound for Blockout, I literally took a few slabs of brick and dropped broken pieces over each other then cleaned it up in Audacity. Now everyone who plays it tells me that he breaking sound effects are the most satisfying thing to listen to.

  • @JKNProductions
    @JKNProductions 3 ปีที่แล้ว

    I would love a setup video. Great work on the new sounds

  • @zacharysammut1957
    @zacharysammut1957 3 ปีที่แล้ว

    Great video dude! keep up the good work!

  • @coreybeavers8762
    @coreybeavers8762 2 ปีที่แล้ว

    Here's a list of some free VSTs I use to help make sound design for my games easier.
    1: Glow. This is a low pass filter meaning it cuts the high frequencies out as you turn the nob. It would be perfect for any underwater sounds you needed.
    2: Sausage Fattener. This is a low frequency compressor which helps to make sounds that are bassy have more kick to them. It's really handy if you want a really deep and powerful boom like an explosion or gunshot.
    3: Orilriver. This is a great for all occasions reverb for if you wanted some sounds for like a cave or cavern type thing.
    4: Son Of A Pitch. This is a pitcher and although the interface looks really scary to someone new, all you really need to know is you can change the semitone up or down and as you turn the nob, it will interpolate the pitch from the original to whatever semitone you change it to. This is great for if a sound needs to change pitch or if you want to make a sound gradually lower in pitch, you could automate the nob so start at normal pitch and then slide down. One use I've recently gotten out of that is simulating the Doppler effect for a big train passing by the player.
    Those are the first few I can think of that you could really get a lot of use for. I tried to think about all the ones with the most simplistic interface but also a lot of depth you can use so you don't have to download a ton of VSTs. Another tip I have is Unity has an asset pack on their asset store called The Ultimate SFX Everything Bundle that has literally any sound effect you could imagine. I know you're not using Unity, so you will most have to research if you are allowed to use assets bought from that store, but it's straight forward to get the files out of unity and into Godot if you're allowed to. If not, there are tons of other sound packs you can purchase that are great. It makes it so much easier to open a premade sound effect into your audio software and tweek it and layer sounds on top of each other to make it fit your game rather than trying to record a live sound effect for every single sound in your game.
    Best of luck to you and I really look forward to seeing how your game progresses!

  • @turtlehub2731
    @turtlehub2731 3 ปีที่แล้ว +8

    when ever I create sound effects I just make funny mouth noises in my mic then edit them with audacity.

    • @megahombre24
      @megahombre24 3 ปีที่แล้ว +3

      That's also something I like to do for my game, it's kinda satisfying knowing that you created certain soundeffects yourself, however this is of course not feasible all the time, but mostly it works great, at least for me.

    • @turtlehub2731
      @turtlehub2731 3 ปีที่แล้ว +2

      ​@@megahombre24 Sometimes it depends the genre. In a serous story game or a gruesome first person shooter it does not really work. My game is a competitive fighting game with silly looking characters so it works great for me.

  • @volcano3398
    @volcano3398 3 ปีที่แล้ว +11

    If you haven't already, I suggest you check out Vital.
    It's a great free and open source synthesizer for Windows, Mac, and Linux and it works great with Reaper.
    It would come in handy for any artificial sounds like beeps or other unique sounds that aren't naturally occurring.

    • @Mani-uc5cc
      @Mani-uc5cc 3 ปีที่แล้ว +4

      Yeah Vital is amazing

  • @calfinhobbes1082
    @calfinhobbes1082 3 ปีที่แล้ว

    hey devduck! thanks for making these, they really help with motivating me to code :)

  • @robbertzzzzz
    @robbertzzzzz 3 ปีที่แล้ว +13

    Instead of tagging the sounds in code you can just send them to a different mix bus and change those volumes in your ingame settings window

    • @Defaultsound
      @Defaultsound 3 ปีที่แล้ว

      Agreed, Audio buses make this super easy.

  • @seumemel
    @seumemel 3 ปีที่แล้ว

    Incredible to see the growth of your child! Now it talks!

  • @MastermindAtWork
    @MastermindAtWork 3 ปีที่แล้ว

    I think that a good sand/grass walking sound sounds nice but I feel like it could be layered with a recording of your hand against the soft bristles of a hairbrush.

  • @jankystreams3337
    @jankystreams3337 2 ปีที่แล้ว

    "I think I have made some progress worth showing here."
    *Shows Shrimp*

  • @Arclightning
    @Arclightning 3 ปีที่แล้ว +2

    Devduck gonna be the next ConcernedApe

  • @Jonny-mh2jo
    @Jonny-mh2jo 3 ปีที่แล้ว +5

    Yes! another devlog :D

    • @skenda
      @skenda 3 ปีที่แล้ว +2

      e p i c

  • @nichegames9590
    @nichegames9590 3 ปีที่แล้ว

    Great work as always.

  • @greendrummerdude
    @greendrummerdude 3 ปีที่แล้ว

    I really like the sound of the sand and the grass steps, but maybe you can try to lower the higher frequencies a bit, I think they are a bit to crunchy (but maybe it's only the Soundsystem of my old TV).
    Also I like to exclude the current step sound as an option for the next random sound just so you never get the same sound a few times in a row.
    Or you simply increase the randomness by manipulating the sound by even more factors like small velocity changes or so.
    Have nice Sunday :)

  • @zippywings
    @zippywings 3 ปีที่แล้ว

    The sand has a slight echo to it. I'd dull it a bit more. Make it *slightly* crunchier in dry sand, a little sloppier in wet. Also, combine the water sounds with the wet sand sounds (more emphasis on water, obviously) to produce a more realistic shallows sound. Actual walking on the beach doesn't sound "gross." It sounds more "whersh-sh-sh" with the crash break dominating the soundscape. You may also want to consider what type of sand he's walking on. For example, white beaches (west coast of Florida) are softer than coquina beaches (east coast of Florida), and will likely have softer sounds. Hard sands (like in Daytona) scrape as if scooping ice cream (if I recall). Hope that gives you ideas.

  • @54tan123
    @54tan123 3 ปีที่แล้ว

    What you definitely should add to your custom audio stream player class is a pitch variation variable. So everytime a sound gets played the pitch is randomly chosen between for example 90% and 110%. This combined with having 2 or 3 different audio samples should help to minimize the repetition of your sfx!

  • @Peritril
    @Peritril 3 ปีที่แล้ว

    +1 for detailed desk tour

  • @BlekYT
    @BlekYT 3 ปีที่แล้ว +3

    Might be time to update the description with your nice new setup. Including a link to that desk would be welcome :)

    • @ClouDxUK
      @ClouDxUK 3 ปีที่แล้ว +1

      the desk does look clean af, i'm wanting to replace my L desk with something like that. Looks like a nice wide desk that would really suit my needs haha!

  • @Lunarose17
    @Lunarose17 3 ปีที่แล้ว +2

    I feel like the Grass footsteps could be better used for walking in Snow, (I don’t know if you were planning on adding any snow areas), the sand I feel like sounds really good! The shallow water does sound gross😭

  • @DeltaNrOne
    @DeltaNrOne 3 ปีที่แล้ว

    You know what would be perfect to include on your sound.
    At the end of the video were you were showing off the music volume sliders i noticed the fisherman say “howdy” then i thought maybe a voice acting system like skyrim, where an npc will say a few words when walking by and talks to it says 1 line at the time, i loved that kind of immersive gameplay. And i think it would fit amazingly well in this as well.
    Skyrim has a mod tool that allows you to create these custom npc with dialog trees. If you would like to implement something maybe you can get some ideas from there.

  • @rustypaperplate9085
    @rustypaperplate9085 3 ปีที่แล้ว

    I think the pitch of the water need to be lowered, the grass sounds pretty damn good, and the sand needs a bit more crunch, maybe by adding more base. love what you have so far and those sounds are a great start! :)

  • @wariare12world95
    @wariare12world95 3 ปีที่แล้ว

    it's always fun when I see your name under a video title!!

  • @littlemangamer2752
    @littlemangamer2752 3 ปีที่แล้ว +1

    I have an island suggestion; an island that is made up of multiple small islands. And also maybe a feature where there is a chance to find a washed up message in a bottle or a treasure map from a merchant to find a chest on an island? I don’t know just seems like something kinda cool.

  • @jdyerjdyer
    @jdyerjdyer 3 ปีที่แล้ว

    A great way to make dry sand sound effects is to use table salt. Using various size objects with different weights, you can get the sounds to be more accurate. I personally use a pie plate and one of the large cannisters of iodized salt, two (not all of the second one) if you need thicker sand sounds. Now if you need wet sand sounds, there is nothing like the real thing. I get white sand from the local hardware store and use it. The awesome thing is that you only need a small cheap bag and have plenty to mess around with should you want to try different things. The salt gives a more shell beach type sand sound, while the actual sand sounds more like your fine sand beaches. You can even layer the sounds some to get a unique mix, even snapping a rigid potato or nacho chip here or there for the "stepping on a broken shell" sound.
    As for grass sounds, many people don't think about this, but different grasses actually have different sounds. Walking through taller grass sounds much different from walking on smaller grasses, clumped grass sounds different from well manicured lawn grass. Also, dry grass sounds a bit different from wet grass. The difference is often subtle, though, so usually one or two (short vs tall for example) is enough. Now you could drag your microphone through some actual grass, but that not only would likely ruin your expensive microphone, but lacks the weight of something walking through the grass. Surprisingly, spaghetti noodles can give a lot of the sounds of grass. Angel hair tends to give a softer lighter tone, while regular noodles give a weightier, sometimes drier/more dead/raspy sound. I just brush them against different objects until I get a sound that fits. For example, quieter lighter sounds, some loosely grouped angel hair brushed across a plush stuffed animal works great.
    For fall foliage crunching sounds I lay some noodles on the table and roll a small flat figurine across them for each step, making them crunch, crunch, crunch. A lot of it is just trying something, figuring out what works, what doesn't. Sometimes what works for a light footed step doesn't work for a more weighty step. I've found that for the most heavy footsteps in grass, you can't really use the noodles approach, but sand paper on a wooden block works here with short, but medium pressured scrapes. I forget what grit I used, but sandpaper is fairly cheap, so you can try several out if you want to. For short grass, you get less scraping sounds and more of a compression sound. Sometimes for these I'll use pillows of various plushness, such as very fluffy pillows for the lighter, looser types of grass, and a well worn, flat pillow for grass clumps. For wet grass, you can use full celery stalks with the fluffy head, get it wet and run objects through it. The crunch of breaking the stalk can give satisfying sounds like breaking sticks in wet grass, or even better, the fleshy sound of a broken bone! Foley art (the art of making sounds) is a lot of fun to play around with. Again, it is all about trying different things. :)

    • @jdyerjdyer
      @jdyerjdyer 3 ปีที่แล้ว

      Also, the sounds you made all sound good except the water sound. The beach sound though is just a hair off. I'm not sure exactly how to describe it other than it sounds like your character is walking through rice instead of smaller, finer sand. Does that make sense? I hope it does. Anyway, I love your videos.

  • @michaellese3604
    @michaellese3604 3 ปีที่แล้ว

    Love these videos! Keep it up!

  • @Multi1092
    @Multi1092 3 ปีที่แล้ว +1

    Another one! The progress is inspiring!

  • @edwardrocca
    @edwardrocca 3 ปีที่แล้ว

    I do the sound design for most projects I work in. In my experience, try to think about what exactly is making the sound, so not just "a footstep", but picture how the foot actually steps. The sounds you have are a good start for texture, but the points of contact don't quite align with the type of movement.
    For the sand, when your foot hits the sand you're compressing and displacing the sand underneath it, that's what creates the "crunch" of the footstep. The follow-through of this motion is when you shift your weight into it, and this causes less moving of sand, and so less crunch.
    Using this way of thinking we can see how the sand should start sharper and then soften up. Sharpness is mostly the higher frequencies and softness is mostly the lack thereof. So a filter that sweeps from high to low would suit this well. The fade-in of the footstep should be very short and the fade-out should be longer relatively.
    I hope this helps you figure out some more sound design ideas and good luck! You've made a great start already!

    • @edwardrocca
      @edwardrocca 3 ปีที่แล้ว

      Oh and some interesting things to play around with are scrunching up paper, tapping scrunched up paper and dropping and catching said scrunched up paper haha. A very easy way to get a variety of "crunchy" sounds :)

  • @maxcampbellmusic
    @maxcampbellmusic 3 ปีที่แล้ว

    Hey man! Great devlog as always. You mentioned that you'd appreciate some constructive criticism on your sound design- as a musician and amateur producer/sound designer I thought my opinion might be useful. The sounds were generally quite good- I especially liked the creativity of the finger swipe for the sword attack- but one thing I noticed was that there was a lack of bass or low mid tones in many sounds. Granted, not every sound effect is going to need more bass, but it often adds a sense of weight and impact to it. Take the water footstep for example, I think it would sound more like someone wading in water with a lower pitch and the bass and low mid frequencies boosted a little (this can be done with EQ if you don't know that already, there should be a default or free plugin for reaper than can accomplish this). Hope this helps!

  • @cupofdirtfordinner
    @cupofdirtfordinner 3 ปีที่แล้ว

    For sand footsteps shaking a bag of dog treats or granola then speeding it up sounds good ive heard

  • @DylanPlayzz87
    @DylanPlayzz87 3 ปีที่แล้ว

    i have one thing im wanting to do for my gam in godot and thats messing with settings, changing things on the touch of a button or a slider. ik there might be tutorials ojt there about that but just the calming way you do things and describe things i would LOVE if you did a video on how to do this. a full tutorial. it would be so much more helpful. also nuch love cant wait to play this game!! been waiting and waiting for more vids lol. ik how long they take so keep uo the good work man.

  • @jdyerjdyer
    @jdyerjdyer 3 ปีที่แล้ว

    For the sound menu, when the menu is opened, a default music track should play continuously instead of relying on music from in-game as the in-game music should pause as well (unless there is in-game music everywhere). The other option is a pause menu track for all pause sub menus. As for the sound effects slider, an on change event should trigger a generic short sound effect. One thing to keep in mind for an overall sound setup like this is that all your sounds and music need to be normalized (recorded/edited to a specific mid-range volume setting) so that there isn't any clipping/distortion when adjusting it to either the low or high extremes, and so the player isn't surprised (too much anyway) should a louder sound effect play when they have it set to a quieter setting.
    One last thing regarding your sliders, it might make it a little easier to focus on if the black bar changes to a different color to the left of the volume slider knob. That is just an aesthetic choice, though as it is still clear without that change.

  • @N0sta1gi4
    @N0sta1gi4 3 ปีที่แล้ว

    Great Devlog man, but I had to say, nice "Sunny Vale Trailer Park" shirt hell yeah dude haha. Awesome!
    As a music producer, good job dude, great sound design.
    EDIT: I do want to see a setup video, keep rockin' and rollin' man.

  • @Greenst4rX
    @Greenst4rX 3 ปีที่แล้ว

    The grass stepping sound like you walking on carpet that all.

  • @tindel2462
    @tindel2462 3 ปีที่แล้ว +1

    Great video. You could try to use a stick to create this swoosh sound for the weapon or for the casting of the fishing line :)

  • @TSHolden
    @TSHolden 3 ปีที่แล้ว +4

    While you're still early in the process, I highly recommend making the sound effect tags more granular than you think you need: ambient, footsteps, attacks, damage, etc. In code they can all behave the same, falling through the same switch case, but if near the end of the project you decide you want to adjust one of them, it's easier to add a tweak to the code than go through and adjust them all. It also allows for more flexibility if you decide you want it in the audio settings.
    Oh, speaking of audio settings: highly recommend you add a Master slider that scales everything else. It's easy to do and is a nice win for streamers, who often need to tweak audio levels on the fly.

    • @DevDuck
      @DevDuck  3 ปีที่แล้ว +2

      All of this is such great advice, thank you!

  • @WTclub
    @WTclub 3 ปีที่แล้ว

    A setup video would be really nice!

  • @timothyqiu32
    @timothyqiu32 3 ปีที่แล้ว

    You can wrap the audio file in a AudioStreamRandomPitch resource to get a random pitched variation each time it's played. Setting the audio bus property can also be used to control the volume of AudioStreamPlayers.

    • @craiggiles
      @craiggiles 3 ปีที่แล้ว

      This is pretty much the best way to do it. Allows you to get different pitches and allows customization for pitch range and such based on which sound is playing.

  • @aRandomBlobfish
    @aRandomBlobfish 3 ปีที่แล้ว

    Great progress! (from now on you can make sound effects every time you add something new)

  • @sonicmoo955
    @sonicmoo955 3 ปีที่แล้ว +1

    When the game is further in development, you should add a hidden debug menu by a code ( like up up up, down, down, down, right, right, right).

  • @jerin_dd5586
    @jerin_dd5586 3 ปีที่แล้ว

    The fisherman’s hut music is groovy.

  • @Bexermite
    @Bexermite 3 ปีที่แล้ว

    Crumbling coarse paper towels or napkins is good for sand sounds