Timmy Sound Effects
Timmy is a young, mutated goose enemy in Fowl Play. His sound effects are based on original cockatiel recordings, with light processing to keep them natural. His movement sound effects are based on Lovebirds.
Technical Specifications
Section titled “Technical Specifications”Specification | Details |
---|---|
Software | Audacity |
File Format | OGG Vorbis |
Purpose | Telegraphing, immersion |
Diegetic | Yes |
The audio was cleaned up in Audacity, with noise reduction to remove background sounds. Light EQ, amplification, and compression were applied to enhance quality. Final sound effects are exported in OGG Vorbis format, suitable for the game engine.
Sound Design Principles
Section titled “Sound Design Principles”Timmy is not severely mutated, so his sounds should be clearly recognizable. Each sound should make it immediately clear which ability or action Timmy will perform. Cockatiel sounds were chosen for their high-pitched, cute quality, fitting Timmy’s character. The sounds are designed to be light and playful, reflecting his young age.
Created Sound Effects
Section titled “Created Sound Effects”Timmy’s sound effects fall into three categories: idle sounds, telegraphing sounds and movement sounds.
Idle Sounds
Section titled “Idle Sounds”These play when Timmy is not performing actions, giving him a lifelike presence in the game world.
Telegraphing Sounds
Section titled “Telegraphing Sounds”These play to indicate Timmy is about to perform a specific action or ability.
Cockatiel chirping a melody. Used when Timmy chases the player and spams his crescent slash ability.
Cockatiel chirping a melody, mixing normal and reversed versions. Loops while Timmy shoots his minigun at the player.
Movement Sounds
Section titled “Movement Sounds”These play when Timmy is moving, providing feedback on his specific type of movement.
Sound of a lovebird flying in its cage. Pitched up and partially looped, to create a slightly longer sound effect before it completely loops. Used when Timmy is flying in place.