Environmental Sounds

Designing an Environmental Sound

So, you have an idea for an environmental sound that you want to create for Skywind. Maybe it's a campfire, or a cloth flapping in the wind, or a distant ghostly wail. How should you approach creating your sound? How many variations should you make, how long should they be, and should it be mono or stereo? This guide aims to help you answer those questions.

Considerations

Skywind is a dynamic game where the environment continually changes. Should your sound adjust to different circumstances? Here are some questions to ask yourself when deciding what to create...

Lastly: How does my sound contribute to the story of Morrowind? Am I conveying the right emotions with my sound? Am I adding to the dark mysteries of Vvardenfell?

Types of Sounds

Placed Mono Sound

A positioned sound that is placed in the game world. It will attenuate with distance (i.e. get quieter when further away) and it will have directionality (i.e. if it is to your left, you will hear it in your left ear).

This sound can be continuously looping (e.g. a fireplace), intermittently looping (e.g. a frog croaking), or triggered by an event (e.g. a shrub rustling when it is walked on).

Placed Stereo Sound

A non-directional sound that is placed in the game world. It will attenuate with distance (i.e. get quieter when further away), but it will NOT have directionality. The left channel will always be in the player's left ear, and the right channel will always be in the player's right ear.

This sound is less common. It can be continuously looping (e.g. river ambience), intermittently looping (e.g. random ground tremors), or triggered by an event (e.g. a massive dwemer machine is activated).

Region Bed

A subtle looping stereo sound that plays continuously while the player is within a particular region.

A region can be thought of as an area of the game world (e.g. Ascadian Isles) or as a type of interior (e.g. Ancestral Tombs).

Region Intermittent Sound

A mono sound that plays in random locations around the player while they are within a particular region.

These sounds are great for hinting at life surrounding the player.

Sound Emitter

A sound emitter is a lot like a placed sound, except instead of being placed in a single point, they are placed along a line. These are typically used for rivers, streams, and lava flows, where we want a "line" of sound but would rather not place a bunch of positional sounds along that line. These can be mono or stereo.

Other Sounds

Sounds can be triggered by animations, Havok physics interactions, scripting, the weather system, and much more. That said, the resulting sound usually boils down to one of the above types.

Mono or Stereo?

Your sound probably should be mono, because mono sounds can have directionality. Here are some possible cases for a stereo sound:

Reverb?

Your sound probably shouldn't have any reverb. The game engine has reverb that sounds alright. Here are some possible cases for baking in reverb to your sound instead of relying on the engine's reverb:

How Loud?

There is no single answer to this. Here's a few guidelines:

How Many Variations? How Long?

Again, this varies a bit, but here's some guidelines: