Creating a sound effect in Audacity from start to finish


Hello world!

In this article I’ll be going over the process of creating one of the sound effects used in Flappy-vaders.

I’ll be using the latest version of audacity, which is available for free from www.audacityteam.org. I’m assuming you all know how to download and install software, so I won’t show you how to do that 😛 lol

The sound I’ll be creating for this video is the sound the asteroids make in the game.

The first thing I did was try and imagine what an asteroid hurtling at great speed through the atmosphere would sound like.  I imagine a mix of roaring wind to represent the speed, with a burning crackling sound to convey the heat of re-entry.

I had a look through the various asset packs I have and found the following two sounds which matched fairly closely what I had imagined previously.  RagingFire.wav which is the sound of a fire burning, and WindHauntedHouse.wav, a sample of the wind whooshing.

So, lets combine the samples and add some post production editing to create the finished effect ready for the game.

First, lets load the wind sound effect into Audacity. I usually do this by just dragging and dropping the samples into the editor, but you can press ctrl-o or select Open off the file menu to load a sample as well.

Press control a to select all, then choose “Compressor” from the effect menu.  This levels out the wind noises and gives a more constant whooshing sound. The original wind sample went from loud to quiet to load and back again.

Next press Control a again to select all, then choose amplify again from the effect menu.  Set the value to -9.0 decibels and press ok.  This lowers the volume back down after the previous step.

Now Load in the fire sample as well. Again, I just dragged and dropped it in from the folder I have it stored in.

Control a again to select all, then choose “Echo” from the effect menu.  The echo gives the sample more of an impression of size and an overall spacey feel as well.

Lastly, press the tracks menu, choose mix, then mix and render to combine the two tracks into our finished sound effect.

All that’s left now is to export it as a Ogg Vorbis file, as that’s the format I’m using in the game.

And there we go, that was the whole process from beginning to end. Unfortunately I can’t supply the samples so you can follow this yourself as they are not free media and I don’t have the distribution rights. However you can enjoy the finished sound effect by playing Flappy-vaders 🙂

If you have any questions about this post, feel free to ask them on the Dev with Dave forum.

Game Progress Update #28


Game Progress Update #28

Hello world, and welcome to the twenty eighth Dev with Dave Game Progress Update!

Since the last update I have spent the majority of the time searching through code and playing the game trying to track down and remove the last few things in the Known bugs/issues list on the Trello board.

For the most part I was unsuccessful, lol. I think I only managed to get a couple of bugs moved over to the Under review list.

Bug fixes

Despite many many hours of bug hunting and play testing, I really haven’t managed to get too many of the remaining issues fixed.

The problem with the Alert flash carrying on when the player dies when it’s active has been fixed. I’d already created a function to deactivate the flash, so I simply added a call to this function between the end of the game and the main menu.

As non of the remaining bugs are show stoppers, I’m going to leave fixing the rest for the time being and instead concentrate more on getting Flappy-vaders ready for play testing.

Preparing for play testing

Now that the game is nearing completion, it’s time to think about getting things ready for play testing. This is an important stage as it’s the first time the game gets exposed to people who don’t necessarily work in the industry.

I’ve already made a start on creating the Google Play Store entry for Flappy-vaders. I’ll create some text and visual assets for the store page later, the next job is to create an .apk of the game ready to upload to the store.

Once the store page is created and the game is uploaded ready for testing, I’ll be giving some of you guys the chance to join the team of testers. So make sure you stay tuned!

This first round of testing has two main objectives. Firstly to gauge opinion of the game, and to help tweak it to make it more playable; and secondly to help narrow down any bugs in the gameplay or issues with the user experience.

Other delays

When I started this project, I decided to use AGK Studio as it was ideal for running on the low spec computer I had decided to use for this project. I had already been using AGK Classic for many years and I consider myself to be an expert in the language.

Since the start of the project, TGC have added a couple of changes to AGK Studio, firstly in the way In App Purchase works, and secondly they have introduced App Bundles into the compilation process.

Both of these changes are brilliant, but unfortunately I’m going to need to read up on these and it may add a small delay to release of the project.

Until next time

And that’s all for this update! I’ll be back once again in two weeks with another exciting update for you 🙂

I’m hoping that by the next update I’ll have a build of Flappy-vaders uploaded to the play store ready for play testing, but in light of the last few updates and the delays which have been suffered, I’m not making any promises, but I shall do my best to have it done on time. lol.

Until next time!