Sounds
Technical Summary:
Sounds were a very late addition to the game, as well as being an area where I hadn't really looked into the use or appeal of sounds. Having spent nearly three months developing the game without listening for sounds, you get really comfortable not hearing them, and often generate your own sounds in your head, but to really immerse the player, we needed to finally include sounds. We first outlined some sounds that would be essential to the game, to help build the immersion of the level, which would help to then narrow down more sounds we needed to include to fill in some more gaps. For the sounds, we used at this stage were all free sounds we found online, helping us find some specific sounds that we wouldn't have been able to create ourselves.
When adding the sounds into the game, we had to check to make sure that the sound files were WAV files, however, if they weren't, we would import the sounds into Audacity and export the file as a WAV. Inside of Unreal Engine, the sounds that don't always need to be heard (UI Sounds, Shop Sounds, Music, etc.) would be player through Play Sound 2D. For sounds that were a permeant part of the level (Wind, Vehicles/Ships, Cantina Ambience, etc.) we used a sound cue which allowed for us to modify the attenuation so we could change the radius that the sounds could be heard from, which worked really well with the moving vehicle, giving the impression that the vehicles' engine was running and could be heard going past the player.
Reflection:
It was quite the surprise, the positive impact having sounds did have on our game. The different sounds really helped build immersion even more within the level and really brings the whole environment together even more. I do think there is room for more sounds, such as footsteps, jumping, and some sounds for the night map to fill in some of the elements that should have sounds.