DC Sound

Kart Game

ABOUT KART GAME

This is a project I did as a small part of my ‘Game Audio’ exam at Sonic College. All sounds and music are made by myself and implemented using FMOD.

Note: Even though the gameplay loop is very short, I let the video continue, for the sake of demonstrating the music, and the ambience.

SOME HIGHLIGHTS

  • The engine sound goes through four different layers that seamlessly crossfade from one to another based on a speed parameter. As the engine reaches top speed, subtle modulation and distortion also starts affecting it gradually.
  • The music is divided into six sections using horizontal randomisation and conditions, to allow it to continuously loop for a long time without getting repetitive. 
  • The Music is written, recorded and mixed all on the same day.
  • Collision sound volume is dependent on speed of collision.
  • I made a script that distinguishes between the first initial collision, and prolonged and continuous scraping along the side, to avoid repeated collision sounds when driving along the side of the track.
  • Ambience and animal sounds are made from a series of nested events, to achieve an effect where an animal will be spawned at a random location in world space, and then make a random number of calls (tweets, barks), before disappearing. As opposed to a sound that will play once at a location, and then play at a new location the next time, this method allows for multiple calls and randomized variations from a single position, making it more realistic. All done from within FMOD, and using only a single emitter for all animals.