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Volume between sound clips

A topic by EnerQi created May 30, 2023 Views: 105 Replies: 2
Viewing posts 1 to 3
Submitted

A question for developers.

The feedback I received from my game was that the sound is unbalanced. How can you avoid this?

The sound comes from different sources and manipulate it with Audacity (or other audio program) is a tedious exercise. Especially as ingame something can sound differently with other sounds comparing to the single clip. Trying to solve it with a script or just fiddling the overall volume in Audacity?

Idea for the script would be: (float) SoundClipVolume * (float) fxSoundVolume.
soundClipVolume (clip itself) would be standard 100, but on different levels, can be trimmed down/up a bit
fxSoundVolume = global setting for the player. 

LInk to my game submission: Rate Truck Choice by EnerQi for The GameDev.tv Game Jam 2023 - Free Course For All Submissions! - itch.io

Submitted

Bump. 

No one has the answer? I'm trying to avoid the mistake the next time, but I would like to know if the idea is correct or how other developers tackle this challenge  ;-)

Submitted

If you're using Unity, you can actually add the sounds to an empty game object and manipulate the audio through a slider until the balance feels right. What I did was just lower/raise the volume on the sound I wanted to play and then had a AudioManager script that was called from other functions and told to play a specific audio.

Once that happened, I just manually lowered/raised the audio until it felt nice during playtesting. I don't know if that's the fix you were looking for, but it did work. : )