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Sound Waves

Audio Portofilo

A show case of how I mix audio

Horror Game Sound Demos

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The first demo is a creepy laugh, that was record and edited. This particular laugh was did not need many adjustments too the quality.

The the raw file is bellow :

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First thing i used was distortion to distort the sound. This made the sound more compact and it elevated the key parts of the sound. This also adds more crazy ness to the sound.

The is the distorted file bellow:

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The last part was stretching it out and making sound distortion sound more extreme compare to the previous file. The Stretch made the sound more ridiculus and tweaking the distorion to make fit better thogther. 

The is the finalized file is bellow:

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The Second demo is a heartbeat sound effect, that was record and edited. This sound effect took a long time to figure out the right balance with the Equalizer and Bass .

The the raw file is bellow :

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The fine attunement for the sound was based on what equalizer let's pass though. As the sound effect with the creepy laugh I learned to adjust the equalizer to suit the needs of the sound effect even further. This sound effect needed to have an High-pass filter to remove low frequencies and further bring out the higher frequencies. One other thing was to mute certain parts of the sound and add bass to make it sound more like a drum that is beating

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The the Finished file is bellow :

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Horror Game Sound Demo 2

The second Demo is the footsteps system which was done by the help of Gustav Eriksson. This system play's a list of sound effects at random when on a certian type of floor type. It also changes when the floor is diffrent which the player is currently walking on. These floor types are : Wood, Carpet and Stone. Bellow is an sample of one of the footsteps without any editing:

Stone Walking no FX
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This is a sample with effects:

By mixing it we make it less loud and also add equalizer that has an lowpass filter , which is going to mute all of the first freqenzies and lower the volume. Something worth mentioning also was adding echo because of the space the player was traversing is was very open and had very high celings for the most part.

This is how it's portayed in the game:

Stone Walking With FX
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