Hey,
My name is Equizer and i'm gonna teach you the basics of sound in RPG's!
Introduction
Many times, i play RMXP games and i think, very nice story, good gameplay, but the sound could use some work. Infact, the sound could use alot of work. Not that the music choice and sound effects are bad, but they are just not.. implented that well. Let me explain:
Sound is used to create a mood of a map. When done right, it just immerses you in the enviroment and takes you into another world (so to speak). But many times i hear sound effects and background sounds that are:
Some people may not notice it, but good implented sound can raise the quality bar of your game up a notch or 2. But, you want to know how to do sound the good way, right? Well, you've come to the right place.
Background Sounds
You've made a map, added some events, made some high quality cosmetic fogs to enhance the atmosphere and dang.. there you have it. You miss some nice background sounds. Don't worry, it's easier then you might think.
First off, go to this site: http://freesound.iua.upf.edu/ and register you for free. Believe me, it's worth it. When you are logged in, click on search in the Search/Browse column. Type in some keyword (for instance forest, city, etc)
and a most of the time, a whole list will show up showing the sounds that match your keyword.
For this example, i'll use a nice forest ambience. So i type in: forest and i get a nice list of forest sounds. When you preview a sound, it previews the sound in low quality. When you download it, you get the high-quality version.
Now for my forest map (with lots of greens and flowers and trees) i chose this sound: http://freesound.iua.upf.edu/download/26254/26254_dobroide_20061121.pine.forest.flac
Don't worry about the .flac extension, a free audio editing program like GoldWave or Audacity can open them. But i prefer GoldWave. You can download it for free at: http://www.goldwave.com/
When you downloaded GoldWave and downloaded the sound effect, open it in GoldWave to edit it. Now some sound effects are very long, 5 to 30 minutes. Just cut your favorite part out (but don't make it shorter then 1 minute) and fade in and out the first and last 2,5 seconds. Then save it as a .mp3 file and insert it in RMXP. This is my edited .mp3 file: http://www.supload.com/listen?s=Sq6-HsA6g2m
Now when you have added the background sound to your map, it just has a very nice ambience, now!
Sound effects
Now your map has a very nice overall ambience, but to further enhance it, you'll need to use sound effects. It may seem over the top, but try to give EVERY object in your map a sound effect. Birds that fly away when you get to close, a crate you move, a door that opens.. all those things need a sound.
Many times i play RMXP games where there's not even a single sound at all at some point. All you hear is a deadly silence. Now you maybe know that less is sometimes more, but keep it realistic. When you don't hear music playing, you must use sound effects and background sounds to make up for the lack of music. It really helps, trust me!
Try to imagine a dialog between the hero and a prison guard. There's no music playing, no background sound.. just deadly silence. The conversation heatens up and at a climax, the hero steals the cell keys from the guard and smacks the guard on the ground. These moments just scream.. play a sound effect. It makes it realistic, and it raises the intensity factor.
Music
Now comes my favorite part of any game. Music! Be aware that i like cinematic games so my opinion about this may be different from someone else.
Music is a section that makes or breaks the game. Try not to have constant music playing in the background. Give room to background sounds and sound effects. It annoys me when there's still a music playing from a town when there's a sad cutscene playing in that same town. It just.. doesn't fit and sounds weird. Suikoden II has those moments. (to give you an example)
Also, use as much original work as possible. If you can't compose, ask someone else who can. It just gives your game that extra punch. There's nothing wrong with music from games like Final Fantasy or Star Ocean for example, but we've all heard that and it isn't surprising anymore.
The music should also fit the moment that's playing. What i also hear sometimes, is you hear some nice little music while you're walking around a town, a cutscene triggers, and the music suddenly stops, and then a more dramatic theme starts. It just feels.. incomplete. Try to use music as a moment enhancer. When there's nothing going on, use no music. But when something starts to happen, play some music. When there's no music playing you're just gonna get immersed in the ambience of that certain town. Then you trigger something, a short song starts to play, and you think.. wow! It gives that scene more impact.
Conclusion
I hope i gave you some advice for your games in the future. But remember, this is my opinion about sound. This is a technique i tried and started to love and now am applying to my games.
I'll post a demo game soon to showcase some techniques if not all things are clear to you.
Greetings,
Equizer
My name is Equizer and i'm gonna teach you the basics of sound in RPG's!
Introduction
Many times, i play RMXP games and i think, very nice story, good gameplay, but the sound could use some work. Infact, the sound could use alot of work. Not that the music choice and sound effects are bad, but they are just not.. implented that well. Let me explain:
Sound is used to create a mood of a map. When done right, it just immerses you in the enviroment and takes you into another world (so to speak). But many times i hear sound effects and background sounds that are:
- Badly chosen
- Edited bad
- Way to loud
Some people may not notice it, but good implented sound can raise the quality bar of your game up a notch or 2. But, you want to know how to do sound the good way, right? Well, you've come to the right place.
Background Sounds
You've made a map, added some events, made some high quality cosmetic fogs to enhance the atmosphere and dang.. there you have it. You miss some nice background sounds. Don't worry, it's easier then you might think.
First off, go to this site: http://freesound.iua.upf.edu/ and register you for free. Believe me, it's worth it. When you are logged in, click on search in the Search/Browse column. Type in some keyword (for instance forest, city, etc)
and a most of the time, a whole list will show up showing the sounds that match your keyword.
For this example, i'll use a nice forest ambience. So i type in: forest and i get a nice list of forest sounds. When you preview a sound, it previews the sound in low quality. When you download it, you get the high-quality version.
Now for my forest map (with lots of greens and flowers and trees) i chose this sound: http://freesound.iua.upf.edu/download/26254/26254_dobroide_20061121.pine.forest.flac
Don't worry about the .flac extension, a free audio editing program like GoldWave or Audacity can open them. But i prefer GoldWave. You can download it for free at: http://www.goldwave.com/
When you downloaded GoldWave and downloaded the sound effect, open it in GoldWave to edit it. Now some sound effects are very long, 5 to 30 minutes. Just cut your favorite part out (but don't make it shorter then 1 minute) and fade in and out the first and last 2,5 seconds. Then save it as a .mp3 file and insert it in RMXP. This is my edited .mp3 file: http://www.supload.com/listen?s=Sq6-HsA6g2m
Now when you have added the background sound to your map, it just has a very nice ambience, now!
Sound effects
Now your map has a very nice overall ambience, but to further enhance it, you'll need to use sound effects. It may seem over the top, but try to give EVERY object in your map a sound effect. Birds that fly away when you get to close, a crate you move, a door that opens.. all those things need a sound.
Many times i play RMXP games where there's not even a single sound at all at some point. All you hear is a deadly silence. Now you maybe know that less is sometimes more, but keep it realistic. When you don't hear music playing, you must use sound effects and background sounds to make up for the lack of music. It really helps, trust me!
Try to imagine a dialog between the hero and a prison guard. There's no music playing, no background sound.. just deadly silence. The conversation heatens up and at a climax, the hero steals the cell keys from the guard and smacks the guard on the ground. These moments just scream.. play a sound effect. It makes it realistic, and it raises the intensity factor.
Music
Now comes my favorite part of any game. Music! Be aware that i like cinematic games so my opinion about this may be different from someone else.
Music is a section that makes or breaks the game. Try not to have constant music playing in the background. Give room to background sounds and sound effects. It annoys me when there's still a music playing from a town when there's a sad cutscene playing in that same town. It just.. doesn't fit and sounds weird. Suikoden II has those moments. (to give you an example)
Also, use as much original work as possible. If you can't compose, ask someone else who can. It just gives your game that extra punch. There's nothing wrong with music from games like Final Fantasy or Star Ocean for example, but we've all heard that and it isn't surprising anymore.
The music should also fit the moment that's playing. What i also hear sometimes, is you hear some nice little music while you're walking around a town, a cutscene triggers, and the music suddenly stops, and then a more dramatic theme starts. It just feels.. incomplete. Try to use music as a moment enhancer. When there's nothing going on, use no music. But when something starts to happen, play some music. When there's no music playing you're just gonna get immersed in the ambience of that certain town. Then you trigger something, a short song starts to play, and you think.. wow! It gives that scene more impact.
Conclusion
I hope i gave you some advice for your games in the future. But remember, this is my opinion about sound. This is a technique i tried and started to love and now am applying to my games.
I'll post a demo game soon to showcase some techniques if not all things are clear to you.
Greetings,
Equizer