How do I create underwater sound effect?

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  • 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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  • 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

  • Looks like you are using the new beta version. Can I install that side by side with my existing version..?

  • 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.

  • Yes I've achieved this form of sound effect. Only works with advanced audio though.

  • 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" <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    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!

    EDIT@ 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.

  • 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

  • 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.

  • > 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.

  • 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...

  • 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...

    Not at all I'm doing that. I just noticed that music files doesn't seem to be compatible on Android (the effects applied, that is), so I was a bit worried that all my work was for naught, but it seems to be working fine if sound files are used (importing to Sounds folder, not Music folder).

  • Oh, yes, that's an other thing. You can only have one audio file (which is imported into the music folder) playing at once. I always import everything as sounds!

  • Oh, yes, that's an other thing. You can only have one audio file (which is imported into the music folder) playing at once. I always import everything as sounds!

    Yeah, there seems to be some limitations when it comes to mobile. I'm not really sure if doing it this way has any effect performance wise when aiming for publishing as an app, but I would say it seems logical that it shouldn't.

  • The only difference between importing a sound as music or sound is that in the first case the data are being streamed in real-time the first time you play the game-thus making the audio file play immediately, on the other hand, sounds are being downloaded when they are called for the first time, thus not playing instantaneously.

    The workaround for the second case is to start the layout after you all preloads are complete.

    Otherwise, I don't think there is a performance (as in CPU) difference between them...

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