Creeeeeeeeeak!
I always knew that audio was going to be an important aspect of HAUNTIBLES. Sound design is really one half of film-making, and in many ways, my favorite half. I have fond memories from film school, crunching celery stalks and stomping around in boots for some home-made foley (which is when you make SFX on the fly while watching the movie play.) That's one of the reasons I wanted to record as many original sound effects as I could for the game, using my trusty Zoom H4N mic. This personal library is being augmented with public domain sounds from freesound.org and a few SFX to which I've purchased the rights. Collecting sounds is only one part, however. Placing them is where the magic happens. Every dial, switch, and action in the game needs a corresponding sound to give it weight and reality. If it's a frequently used switch, however, the sound can't be annoying - a lesson I've learned by testing the game a gazillion times. (Bad sounds gets annoying fast!) ...