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It's been almost a month since my last post about Foley sounds in Overgrowth, so I thought I would give an update! If you're not familiar with the term, Foley sounds are simple but precise sound effects which bring life to physical interactions like footsteps, rubbing cloth, and falling bodies. In that first test there were only sounds for interaction with crete materials, but now quite a few materials are working.

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It's been almost a month since my last post about Foley sounds in Overgrowth, so I thought I would give an update! If you're not familiar with the term, Foley sounds are simple but precise sound effects which bring life to physical interactions like footsteps, rubbing cloth, and falling bodies. In that first test there were only sounds for interaction with crete materials, but now quite a few materials are working. Here's a video of the current Overgrowth sounds (with wind disabled to hear the sounds better).

Be sure to watch it in HD!


The terrain here is good for testing Foley sounds because it has a combination of gravel, sand, hard rock, and dirt surfaces, so there are a lot of different materials that have different sounds. There's still a lot of work to do on the sound effects, but I think it's starting to come together pretty well. Do you have any ideas for how to improve these sound effects, or questions about how they work so far?




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Comments
raymix
raymix

rofl,, thats a good one, lolled

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Hell_Diguner
Hell_Diguner

I still get a kick out of the ragdolls... I lol every time. There's something... rubber chicken-ey about them. Do you know what I mean?

Will there be mud in overgrowth?... Many games/engines have water, but they don't actually have true mud. Weird question, I know, but somewhere along my train of thought it came up.

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reelo2228
reelo2228

thats actually some serious idea! i've seen in games, players soaked wet and stuff, i've never seen them covered with mud... or their footsteps covered in mud, its like all the underwater terrain in every game is either solid rock or just sand... :D

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devoided
devoided

There are a couple games where players statically acquire mud on themselves. Motorstorm and many of the other similar dirt racing games have it. I'd like to see it done dynamically - as in, if you go waist deep in the mud it covers to the waist, whereas all the way in will cake the whole model in mud.

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Pat.Lithium
Pat.Lithium

Amazing work. This engine is amazing!

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claytonian
claytonian

This post is amazing.

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SliderFF
SliderFF

great, sounds like real!

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jjawinte
jjawinte

Making some fine progress on the sounds effects your using here ( great one for the clothing ).Given that this game is being built on a custom engine, I'm curious as to how much of your sound effects material will be custom made ( if not all ) ?

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Radu_IceMan
Radu_IceMan

I just love the landscapes, trully epic!

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Crystan
Crystan

Nice Sounds! Maybe you should add some special hit sounds for slow mo hits?

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Fxor
Fxor

Ragdoll is epic.

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Siccity
Siccity

Lol, think of a gamemode where you start on top of this tall building, and then you jump down in ragdoll mode and see how many objects you can hit and score points based on it. Sorta like the Skate series :)

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Bird_of_Prey
Bird_of_Prey

Some good sounds in here. My only problem is there seems to be a lot of "squishy" sounds where they don't really make sense. Foot steps sound a little like he's walking on mud when he's on hard rock or gravel.

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.sverek
.sverek

Awesome sounds, big respect to audio engineer.

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Scorpionov
Scorpionov

very nice

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torikamal
torikamal

Wonderful job on the foley. I really love the little rock clatters you hear every now and then. Little touches like that really make it come alive.

I'm not entirely sure how you'd go about programming it, but when the bunny goes ragdoll, it would be nice to have the very last impact make a sound, too. Usually it will probably be the head.

Still...as a fellow sound designer, hats off!

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