

Update: After a major overhaul, RPG Ambience is now a browser-based application with a graphical user interface. In one of my Star Wars games, I used the alien voices from Knights of the Old Republic to show the players how certain characters sounded. Sounds can also be used to illustrate certain concepts as opposed to just adding drama. Some of the audio files in Baldur's Gate actually mix ambient sounds with music. What other sounds did you use that added value?ĭon't forget that sounds can successfully be combined with music if the audio levels are right and there isn't too much going on at the same time. This might not be satisfactory in all scenarios but it's worth keeping in mind if you feel that the audio will add much to the scene. A good alternative to spending a lot of time searching is to simply adjust your needs: If you're looking for a lion's roar but can't find one, consider using a different animal that you do have a sound effect for. For other games, instructions for obtaining the audio can vary widely.Īs mentioned elsewhere, it can sometimes be difficult to find exactly the sound that you are looking for.
Heavy rain game sound effecrs zip#
pk files, which can be opened just like a normal zip file. Games based on the Quake engine (such as Jedi Outcast and Jedi Academy) conveniently store all of their audio in. They are the best because they have to solve the same problems as audiovisual GMs: providing a wide range of sounds that can be used at any time. There is a single unrivaled source for good sound effects: video and computer games. I would avoid sounds that might come off as comical or "too realistic", such as battlecries and people talking. If the GM has prepared a sound effect and has an easy and quick way of playing it, then it certainly adds to the immersion. For one-time effects, I occasionally use sounds like explosions and dragon roars, but I save those for specific events because they require more coordination and might become gimmicky if used often.ĭid this add to the overall immersion without detracting too much from narration or what the players are actually doing? For audio that loops in the background, I mainly use music, primarily because it adds more drama than environmental sounds but also because music is easier to find.

Using sounds has worked very well in my games. Has anyone tried this before, how did it turn out? I've put it up for download: RPG Ambience. It is controlled with the keyboard and also allows for displaying images along with the sound. I've always used music, but I didn't use sound effects very much until recently, when I wrote my own application for quickly choosing different sounds. Sound is an integral part of my gaming sessions.
