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(+2)

I did write it myself actually. The sound sample itself is just a simple sine synth, and there's a few audio processing effects on the output (reverb, compressor).

The quality of the sound is using some data from the simulation.

  • Scale is a pentatonic variation chosen depending on the color of the background (darker is more minor)
  • Octave is determined by the color of the spokes
  • Pitch is determined by the Y position
  • Panning is controlled by X position

I basically just tried to figure out the most natural mapping to the sound properties I had readily available to tweak. Most of those parameters are accessible on Unity's AudioSource

(+1)

Fantastic, thank you!