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  3. Devlog#23 - Audio FMOD implementation

Devlog#23 - Audio FMOD implementation

Greetings, adventurers! Today, prepare to be enchanted as we delve deep into the mesmerizing realm of immersive Audio System Design, where magic meets technology in Lost Twins 2.


We started working on Audio Design with a clear goal: to create an experience where users are not just players, but explorers of different areas. Each area has its own feelings, music, and the strong impact of every sound that's a part of that place.

Our first big task was to make sure that the music in the game matched well in all the different levels of a single area. We wanted the music to be special for each level, but also fit nicely together for the whole area. So, we came up with lots of different musical parts that were made to match the feelings of each level and the challenges they had. The outcome? A beautiful mix of music that shows the differences in each level while keeping the main feeling of the whole area.

[previewyoutube][/previewyoutube]


But our work didn't stop with music. We wanted to make the game even more immersive. We focused on creating background sounds that really showed the feeling of each place. Our aim was big: we wanted these sounds to make players feel like they were really inside the game world, not just playing a game.

The challenge was how to smoothly move players from one set of sounds to another, matching the quick changes in the game. Our solution was an impressive 3D audio system. This system made the outdoor sounds feel huge and the indoor sounds feel cozy, and it let sounds from different directions reach players' ears just like they would in real life. This way, players could hear the outside world softly even when they were deep inside the game.

[previewyoutube][/previewyoutube]

In this magical world, everything has a story, and every time you do something, it's like a part of a story. We started thinking about the sounds that happen when you do things in the game. Like when a box falls softly or a big rock hits glass loudly – these became like the songs of the game. We wanted players to not just see these things but to feel them too. So, we made a really cool way of hearing these sounds. It's like the sounds come from different places around you, and it makes every little sound, like a box falling or something crashing, feel like it's happening right next to you.

[previewyoutube][/previewyoutube]

Our world is made up of many different surfaces, each telling its own story as characters walk on them or things touch them. To make the game world feel even more real, we used sound to make footsteps and interactions feel lifelike. This resulted in a wonderful sound experience that turns every step and every touch into a special sound, making the game feel even more exciting and real.

[previewyoutube][/previewyoutube]

With deepest gratitude for your unwavering support, we stand at the threshold of another chapter, eager to unveil more enchantments. Join us again next week on our journey of creation and wonderment. Stay attuned to our chronicles on social media and be a part of our ever-growing saga!

Until then, let the echoes of our shared exploration resonate within you. Farewell, and may your every step be accompanied by the sweet melody of anticipation.

Best Regards,
The Playdew Team