Game sound effects
The use of sound effects in games allows to create atmosphere (eg. scary or happy sounds) or to convey information (directional sounds) and can even become a central topic of a game.
By having slightly variating versions of a sound, repetitive audio (for example foot steps) can be prevented from becoming annoying. The difference between sounds should be slight, otherwise it might suggest to the player that the difference occurred due to a different action and be confusing this way.
A pseudocode implementation of a random sound player:
listOfSounds = ( 0 = loadSoundFile("step1.wav"), 1 = loadSoundFile("step2.wav"), 2 = loadSoundFile("step3.wav") ) function playSound soundToPlay = random( 0, ( listOfSounds.length() - 1) ) playSound( listOfSounds[soundToPlay] ) end function
An alternative to recording or manual synthesizing of sounds is the procedural generation of sounds, either real-time or for recording to files.
Dylan Menzies' physical audio library Phya analyzes a sound recording and creates physically calculated variations of it.
Dr. Petter's sfxr application generates simple game sounds that can be manipulated by using sliders or by pressing randomization buttons. The results can be saved as WAV files.
|Site name/link||Sounds||Details||Status||File formats||Licenses|
|OLPC Sound Samples||8458||Mostly instruments||Archive||wav||CC-BY 3.0|
|OpenGameArt Sounds||324 (many packs)||Most are game-ready||Active||flac, ogg, wav||Various free|
|public domain sounds (backup)||673||Mostly raw recordings||Archive||flac, mp3||PD|
|SoundBible||unknown||Archive||wav||CC-BY 3.0 and non-free (no automatic filter)|