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ZEPHON Sound Effects Reveal

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[h3]Sound Effects[/h3]

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This time we’re putting extra effort into creating custom sound effects for every ability.
But aural enhancements don’t end there.

[h3]Weapon Sounds[/h3]

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In Gladius we only used single-shot weapon sounds—even for automatic weapons. This often decreased fidelity, overburdened the audio mix and decreased performance.

ZEPHON not only utilizes continuous-fire sounds where appropriate, but also supports wind-up/down sounds and delay firing of individual weapons.

The additional sounds let us create things like realistic whirring-up and cooling-down of machine cannons. Staggering when weapons fire adds drama and distinction to the attacks. The resulting experience is much more pleasant.

[h3]Algorithmic Variation[/h3]

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We also have a new computational technique: algorithmic sound variation.

It’s common to vary the pitch of a sound effect each time it’s played—you see this in sound effect tutorials all over the internet. We go a few steps further.

On top of randomizing the pitch and volume over the whole sound, we’re also using digital signal processing to take several randomized portions of the frequency spectrum and attenuating or amplifying them to varying amounts.

For looping sounds (like continuous weapon fire, movement and ambient), we’re additionally randomizing the offset at which point the sound starts playing.

All of this is to prevent listener fatigue—to try to keep the feeling fresh, but familiar.

[h3]UI Ambiance[/h3]

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Immersion is of critical importance for us with ZEPHON. That’s why we’re creating unique ambiance clips for each different screen, leader and quest.

This is it for audio for the moment; we’ll have more, exciting reveals about voice-overs later down the line.

What do you think of the improved audio systems?

https://store.steampowered.com/app/1481170/ZEPHON/
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