ABSTRACT

Sound effects require a bit of finesse. During gameplay, they must take priority over the music in order to ensure the player receives the needed feedback. A driving game may be the exception, where music creates the pulse and rhythm. For something as simple as a menu screen, a jamming techno cue could be playing, pumping up the player for the experience they are about to receive. The player clicks on a button, and except for the visual cue of seeing the button depress and the screen changing, gets no other feedback. There may have been a sound effect associated with the button depress but it was either too low in volume or lost in the music. Some choices need to be made. Do you turn down the volume of the music? Do you increase the volume of the sound effect? Do you dump the sound effect? Another alternative, and probably a better solution, is to create a sound which will actually stand out from the music or to create a hole in the frequency spectrum of the music. Either way, this will enable the sound effect, whether subtle or not, to be heard. By utilizing opposing frequencies, or ones that are not overloaded by other audio, the game can be experienced as the developer intended, not sacrificed to chance.