How do I create underwater sound effect?

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Post » Fri Apr 18, 2014 9:37 am

I was hoping I could add an effect that would distort my music when the playable character is underwater, somehow muffled I guess? Has anyone achieved this? I've tried to play around with the effects, but not finding exactly what I'm looking for.
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Post » Fri Apr 18, 2014 2:57 pm

You will either use a different sound file that was made to meet your needs, or the low pass filter effect in the advanced audio category.

See this capx and tell me if this is the effect you what to achieve.

http://www.eli0s.com/Tests/SwimmingWithTheFishes.capx
composer - multimedia artist
www.eli0s.com/en/
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Post » Fri Apr 18, 2014 4:10 pm

Looks like you are using the new beta version. Can I install that side by side with my existing version..?
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Post » Fri Apr 18, 2014 4:23 pm

Yes, it's the latest beta (167.2). Sorry, I forgot to mention it.

I don't know if you can have more than one versions installed at once, I have never tried it. My guess is that if you use a different directory you won't have any problems. Maybe untick the "create desktop shortcut" option if you already use one, just to be sure that nothing gets overwritten.

Although, so far the beta looks stable.
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Post » Fri Apr 18, 2014 4:43 pm

Yes I've achieved this form of sound effect. Only works with advanced audio though.
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Post » Fri Apr 18, 2014 8:29 pm

Here's a diy way of doing it with EQ ( filter in the audio object ). So when you move to water you want the filter to be on. Now the settings:

Tag "Water Muff" ;)
Type: Low pass
Frequency: Try anything between 150 to 500 and see what sounds best for you. Sounds like a lot but you can jump every 20hz.
Detune: to your liking
Q: can leave 1
Gain: 0
Mix: 100, or less depending if you want to retain a bit of those mid and high frequencies.

Hope that will help!

[email protected] Ah Yes, that's advanced audio.

Ok, here's another way using two tracks: one normal and one muffled.
1st step - Prepare muffled version of the track.
Download Reaper http://www.reaper.fm/ . It's free and it's very good. And comes with plugin suite. Install and run. Press "Insert" and select your audio file. Follow couple of steps and you should end up with a track and a wave form. Press space to play. If there is no sound you got to set it up in the preferences. If you never used DAW before you might want to check Reaper forums or manual to see how its done. Once the sound works, click the gray thin bar of the track in the mixer. Look for EQ. From drop down select low pass ( or high cut ) and move the swipe slowly the band towards left side. You'll be cutting off the frequencies. Once you're happy with the sound, export the file ( under file in top tab menu ).

2nd Step
Load bot files to construct. Give them different tags. Then play them simultaneously, but mute the muffled track. Now whenever you're in water, mute the original track and mute the muffled track. You could also program slight transition. For that lerping volume slider is usefull ( lerp is to transition between two values within certain time if I remember correctly; always got to remind myself those things! )

Ok, hope that will help.
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Post » Sat Apr 19, 2014 9:56 am

Thanks guys, I'll play around and see if I can get what I want. As for Reaper, never heard of it. Seems a bit expensive, I think I'll stick to Audacity, but it's always interesting to hear about tools fellow aspiring developers use ;)
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Post » Sat Apr 19, 2014 10:04 am

oceldot wrote:Thanks guys, I'll play around and see if I can get what I want. As for Reaper, never heard of it. Seems a bit expensive, I think I'll stick to Audacity, but it's always interesting to hear about tools fellow aspiring developers use ;)


Reaper's free, unless you're planning on selling your game.
My professional Royalty Free Music at Scirra Assets Store
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Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
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Post » Sat Apr 19, 2014 11:11 am

megatronx wrote:
oceldot wrote:Thanks guys, I'll play around and see if I can get what I want. As for Reaper, never heard of it. Seems a bit expensive, I think I'll stick to Audacity, but it's always interesting to hear about tools fellow aspiring developers use ;)


Reaper's free, unless you're planning on selling your game.


Yeah, I saw that. I'm planning on charging a few cents for the game on Google Play, so it's probably best I use freeware/open source for now.
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Post » Sat Apr 19, 2014 12:57 pm

I don't understand, Is there a reason to discard the advanced audio functionality? Compatibility perhaps? If not, it's by far more versatile since you can dynamically sculpt your sound at will, adjusting the same source to get resoults for many different scenarios...
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