Grunk relay trigger SFX #38

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opened 2025-07-12 02:30:24 +00:00 by krampus · 0 comments
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When a grunk relay receives/transmits a trigger signal (red signal), it should make some sort of associated sound.

  • This will be played by each relay in the network as the signal propagates from the source to the target.
    • In other words, it'll be played many times in quick succession.
    • The trigger signal rebroadcast delay is 0.2 seconds, so that's the interval between successive plays in one chain. Do note, however, that a signal network may potentially branch off into multiple paths.
  • Think of the generic "beeping just before a time-bomb blows up" from any action movie ever, except more alien and biological
  • If the signal reaches an alarm, the comparatively much louder alarm sound will be emitted, so consider a sound that will "build up" to that sort of eruption.
    • However if the player has severed a link in the network, the relay chain will just fizzle out with no alarm. So consider that possibility as well. Maybe add a sort of "fizzled-out" tail to the sound which would ordinarily be drowned out by the next relay in the network, but is more perceptible in isolation.
When a grunk relay receives/transmits a trigger signal (red signal), it should make some sort of associated sound. - This will be played by each relay in the network as the signal propagates from the source to the target. - In other words, it'll be played many times in quick succession. - The trigger signal rebroadcast delay is 0.2 seconds, so that's the interval between successive plays in _one chain_. Do note, however, that a signal network may potentially branch off into multiple paths. - Think of the generic "beeping just before a time-bomb blows up" from any action movie ever, except more alien and biological - If the signal reaches an alarm, the comparatively much louder alarm sound will be emitted, so consider a sound that will "build up" to that sort of eruption. - ***However*** if the player has severed a link in the network, the relay chain will just fizzle out with no alarm. So consider that possibility as well. Maybe add a sort of "fizzled-out" tail to the sound which would ordinarily be drowned out by the next relay in the network, but is more perceptible in isolation.
krampus added this to the v0.1 Early Access milestone 2025-07-12 02:30:24 +00:00
krampus added the
enhancement
topic
sound design
labels 2025-07-12 02:30:24 +00:00
krampus added this to the Grunk Development project 2025-07-16 18:43:33 +00:00
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Reference: krampus/grunk#38
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