There are various types of audio material we require in games.
For instance, footsteps - these are very straight forward.
We take some boinking sounds over metal, plastic, concrete and add to our asset library.
Now, in a good game, based on player models locomotion, once foot collides with surface, we play the sound - just from start to end, let it complete. We might lower the volume, and/or fade it out in case we need it to be more silent (like, when we didn't make a full step).
In a little lesser game, we could simply play the sound once every n ticks of walk.
The result in both cases add the depth to the game that is required to make the impression that the player is really walking.
Now, what I have problems with, is, grasping the idea behind continuous and speed affected sounds.
Continuous
With continuous sounds I think of Rocket Launcher's rocket propulsion, Dash abilities sound feedback and such.
You might ask, what's so different for those vs. footsteps? Well, I see two possible solutions:
- A very long, continuous sound that is faded out / cut off whenever the rocket explodes, or the dash ends.
- A very short, precisely cut out sound fragment, that can be looped for as long as you wish (this could possibly be enhanced, by once in a while nipping in or overlaying another short with different tone or what not).
And I think some of you might have something else up your sleeve.
Speed affected
With speed affected effects I think of engine sounds, like those we hear in Need for Speed franchise and such.
With this, the only solution I have in mind is smart overlay of multiple set of sounds with different lengths.
For both, the continuous and speed affected I have left out real-time software intervention, which I think is rarely applied due to more consumed CPU cycles, though, I may be wrong.
And so, the question is: