![]() But how do you know there are trolls and bears and whatnot in the cave if you can't hear them? Well, you could go find them, but let's ignore that for now. ![]() I'm gonna give another example: Let's say you've made a creepy cave, full of trolls and bears and whatnot. How do you do something more complicated than adding a BGS to your masterpiece? I would love to tell you to use your imagination here, but I know that's too hard for several of you so I'll be nice and give you some help. ![]() Let's add even more background sound to your game, which doesn't use that BGS folder. Let's go one step further, with this whole ambient sounds thingy. That means it should be in the background and not overpower the music or annoy the player. The most important thing to remember is what BGS stands for: BackGround Sound. Another thing to consider is the volume of your BGS. Usually it's not too hard to figure out a fitting BGS, just imagine what it would sound like in real life in that location. Inside some random NPCs house? Add the sound you used outside the house (for example a nature sound with birds chirping, a gentle wind, all that mushy stuff) and lower the volume of it compared to outside. You're at the beach? Add the sound of waves crashing against the shore. What do you choose as a BGS, then? Let's give some examples: You're in a inn, looking for a quest? Add some BGS with people talking. Is it a dungeon where the player will spend 10+ minutes? You should probably have a bgs that is at least 1-2 minutes long. Is it just some corridor that the player passes through in 10 seconds? You could probably get away with a really short BGS. ![]() How long it needs to be depends on how much time the player will be spending in that area. Shiiiit, both rain and a waterfall, what do I do now? The BGS should preferably loop and be long enough so that the player won't start recognizing a pattern in the BGS (for example, the same bird sound plays every 10 seconds). It's really easy to do add, and yet a lot of people don't use it for anything else than maybe adding the sound of rain when it's raining and the sound of water falling in a map with a waterfall. My belief is that BGS should be used in almost every map. This folder will be your first stop when adding ambient sounds to your game. You want that, don't you, you download hungry little mongrel? Yes you do, don't deny it. I know that adding ambient sounds in indie games is a bit of a hazzle, but I like to think of it as a hazzle that adds a little spice to my game that many others like it don't have. First I'd like to say that I will be writing this from the view of a person that mostly use RPG Maker as their weapon of choice when making a game, but most of it applies to any game ever made (probably?). It can be stuff like wind, water, birds, traffic noise or mosquitoes buzzing. Ambient sound means the sounds which are present in a scene or location and are not caused by anything the player is currently doing. ![]() I'd like to clarify what I mean by background sound, or ambient sound. In short, it creates immersion like nothing else. It also helps provide continuity between maps/scenes and reinforces the mood. It ties together the world you've mapped in pure 2D (most likely if you're reading this) and enhances it to something almost real. Because ambient sounds hints at a world outside of what you can see on that tiny monitor of yours. Yeah, I know it kinda sounds ridicilous to think like that, and most people probably don't. Now think back again and try to figure out the last time you thought " This background sound creates such an awesome ambience!". Can you remember the last time you thought to yourself " Wow this game is really pretty!"? I bet alot of you can. ![]()
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