Jetboard Joust Devlog #50 – Sound Thinking!

Woohoo – it’s my 50th DevLog!! Sadly no-one is throwing me a party (or any money).

Just been finishing off the final pieces of missing audio for the alpha version. As before I’ve done everything using the DSI Tempest and a couple of fx processors – namely an ancient Boss RV-1000 reverb and, this time, a Pigtronix Echolution 2 on delay duties.

The only one that caused an issues was the ‘combo’ effect – I wanted an arpeggio-style sequence that played for longer depending on how much of a combo was awarded. Pretty easy to build the audio from a series of separate notes and step forward each time another enemy is destroyed in the combo ‘chain’, harder to stop several notes from all playing at once if several enemies are destroyed simultaneously (ie with a single shotgun blast).

So I built a ‘SequenceAudioPlayer’ class that steps forward in the sequence each time Play() is called but that queues notes to be played after a set interval if Play() is called too quickly. This way I get a nice ascending arp even if multiple enemies are dispatched at once.

You can hear a bunch of the new sounds (as well as some of the old ones) in these short gameplay vids.

Dev Time: 1.5 days
Total Dev Time: approx 84.5 days

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