Our SDD: What should this world sound like?
A quick update on how the game's sound is taking shape
I've been working on the Sound Design Document lately, so a lot of the audio work right now is about figuring out how the whole system should work.
One big part of that is variation. Repeated sounds like footsteps need enough variation to avoid becoming obvious or annoying. We're also deciding which sounds should stand out when a lot is happening at once, and how much information the player should be able to get just by listening.
Different environments also need their own sound character. A small enclosed room shouldn't feel the same as a large open space, even if the same type of sound is playing in both.
Distance and space matter too. A sound should behave differently when it's far away, behind a wall, or coming from another room.
A lot of this probably won't be something the player actively notices, and that's kind of the point. All of these small decisions help make the world feel more believable and responsive.