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Early planning makes everything easy!

I've had a stroke of luck!

At the start of beta it was planned that I would not be dealing with the audio implementation for Our Home, however due to unforeseen issues I have had to pick it up. This would have been a major problem if not for some handy programming structure choices i made earlier in the project.

The requirements of the audio in this game is basically to have some music in the background, have some back ground ambient noises that occur at supposedly randomly, and have some noises in response to player actions e.g. footsteps on movement or noises in response to a mechanic being used.

Most of these audio cues were very simple i.e. the music just played on loop in the background, the ambient sounds were just set to play after a certain number of seconds and then reset their counters, and i just set the footsteps sounds to play whenever the character moved.

The most difficult of these would have been the playing of sounds based on mechanics, however as I created a system of inheritance that gave each different type of movement a inherited class slightly different from each other and from the base class, I could easily just place the play sound call in each of these inherited classes just after the mechanics themselves were triggered.

This meant that the implementation of audio was quick and easy and will allow me to spend more time on other issues later in the project.


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