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Player Sound Effects

The player in Fowl Play is a slightly mutated chicken. His sound effects are based on our own vocal performances and original recordings of chickens and lovebirds.

SpecificationDetails
SoftwareAudacity
File FormatOGG Vorbis
PurposeTelegraphing, immersion
DiegeticYes

The audio was first cleaned up in Audacity, with noise reduction to remove background sounds. EQ, amplification, and compression were applied to enhance quality. The player movement sound effects make heavy use of pitch shifting and speed changes to the audio clips. The final sound effects are exported in OGG Vorbis format, suitable for the game engine.

In order to make the player sounds feel more real, bird sounds were mainly used as a base. Lovebirds were chosen for additional sound effects due to ease of access.

Player walking and running sounds are intentionally softer and less impactful, to not take away from important sound cues.

The player sound effects fall into four main categories: idle sounds, movement sounds, death and hit sound.

This sound effects plays at the end of the Idle animation.

Idle Sound

Sound of a rooster crowing, used at the end of the Idle animation.

These play when the player is moving, providing feedback on the specific type of movement being performed.

Walking Sound

Slowed down sound of a chicken moving around. A reversed section is played in the middle, to artificially lengthen the loop.

Running Sound

Sped up version of the walking sound, with a wind effect in the background. Wind effect was created by blowing into a mic, and adding a phaser effect on top of it. Together, these create the illusion of the wind blowing past the chickens wings.

Jumping Sound

Sound of a lovebird jumping and flapping its wings. This sound has minimal effects, in order for it to be clear.

Gliding Sound

Heavily slowed down version of the jumping sound. In real life, when a chicken 'glides', it flaps its wings slightly. We wanted to incorporate this into the sound effect.

Falling Sound

Wind effect with a reversed sound playing on top. More ominous than the other movement sounds, to indicate that the player is falling down.

Dashing Sound

Created by mouth, with some slight reverb and pitch shifting applied. Used when the player dashes in any direction.

This sound effect plays when the player dies, and is triggered by the death animation.

Death Sound

Chicken scream sound, with a delay and phaser effect. Each echo is slightly pitch shifted down and has a lower volume.

This sound effect plays when the player takes damage, providing feedback on being hit.

Hit Sound

Sound of a chicken screaming, with some slight reverb.