Audio Bible - GoldenRhinoStudio/CursedHeaven GitHub Wiki
In this section, we are going to explain how are we going to use all the music and the effects from the original game Final Fantasy Tactics Advance to our game. Also, explain the implementation of each effect with the gameplay and how we are going to treat the music on each stage.
All the music and effect that we use in the game will be from Final Fantasy Tactics Advanced. The style of the music is fantasy and medieval style which is closely linked with the aesthetics of the game. The type of the song will vary each level and the different effects will be assigned to each character and enemy, to recognize them in the battle.
Because this is a non-profit videogame all the rights are reserved to the main authors and company Square Enix.
Style: As said before the style of the music is fantasy and medieval. We will use a different song on every screen that the player is. For example, in the main menu, overworld, shop and dungeons the style of the music will change.
Implementation: The music will be always playing during the gameplay, in the background of all the effects from the enemies, menus or player. When a song ends, because the song is very seamless at the beginning and ending, it will be looped giving the sensation that the song never ends.
Transition: Every time that the player changes the screen or advances on the battle, it will fade to the new one in a smooth way.
Goal: The goal of the music is to make the player be aware of the danger by the music that will be played on each level. On the first levels, the music will be more happy and innocent, but every time that he faces a boss the style of the music will be more aggressive and furious. Also, while the player advances through the levels the music will change to one more dark or celestial depending on the current level.
All the music used for this game can be checked by using this link
Attacks: The characters and monsters will do a sound effect while attacking, for example, sword slashing or monster roaring.
Moving: The characters and monsters will do a sound effect while moving around, for example, footsteps.
Dialog: The characters will do a sound effect while the speech bubble is writing itself.
UI: The UI of the game will do a sound effect while the menu shows up, changing the button,etc.
All the effects used for this game can be checked by using this link
The order of sound volume mixing will be as follows, from lower to higher volume.
Background Music: Background music, soundtracks, and themes. This will be the audio base of the game always playing behind the other sound effects.
Passive character sounds: Mostly the walking sound of the characters and environmental effects.
Active Character sounds: Character animation sounds, the different attacks, and abilities that the player will determine.
Character: Character voices and sound effects in a higher volume than the rest as it is the main focus of the player.
Character dialogue: The sound the characters will do while talking with the speech bubbles.
UI effect: The sound that the UI will make while managing it.
The audio will be separated into two different formats:
Effects: we will use .wav format by its high quality of sound and low compression.
Music: files we will use .ogg format for its high-quality sound and compression, allowing us to have audio files of good quality without occupying too much size.