Playing sounds on collision events is probably one of the most used event types in game audio. This can be by dropping an item on the ground, wall, table or bashing the item into other objects for example hitting a sword into a rock. Preparing the Component In the components tab we add a procedural mesh component by pressing on the Add Component button, scrolling to the rendering section and finding the Procedural Mesh component (or upon pressing just typing the name). [Read More]
Neanderthal Tools Sample Pack
Hey there! As the game is open-source all the sfx used in the game are free-to-use. It might be hard a bit to download all the samples from the git directory for some as git and unity file system might not be that easy to use to everyone so I’ve compiled all the sounds into a sound pack to download. Also with it, made metadata into the sounds for easier tag searching. [Read More]
Neanderthal tools is out!
The game is now released!
Hey there! Quick post about the game “Neanderthal Tools” for which I helped my friend Edvinas with the sounds on his game. Well it has been made public and available to everyone! Was chatting with him a few days ago when he mentioned that he will soon be having a meeting with the museum he has been cooperating. They have already deployed the game at the museum so I assume the majority of talk will be on what went right and wrong, where they could expand etc. [Read More]
Recording audio for a VR application concerning Neanderthal legacy
The process we had from gathering sound to implementing into the game
To get the best results one must be prepared in advanced to be able to get the most out of what he wants to accomplish. So here I’ll be writing the process I had with my friend Edvinas who is doing his masters thesis on interactive media in museums. A bit about the thesis is that they are researching on new ways to help museums convey history in modern day and that is by using VR. [Read More]