Going on A walk (In Full Plate)
Played 234 times 2 favorites
Uploaded by: kuloran players
Upload date: 3/26/2026
Description:
Hello, friends! Another random morning update for you. Here's the beginning of how exploration and movement will sound. You'll hear a few sounds today, and some glitches, but to remind you:
The whoomp sound is a wall, the metal clankish thing is an open space, and the knock sound is a door.
Thank you, as always, to our patrons, for making this possible.
Oh also I lied. It's not full plate.
Shehryar - 03/26/2026
half plate works too, I spose. Anyway pretty nice
MusicalMan - 03/26/2026
About 20 years ago now (man I feel old), my dad was really big into World of Warcraft. I used to love listening to him play it. I always tried to imagine what was happening based on the sounds, even though I really didn't know what was going on, and he at times found it hard to explain things. Anyway, your Kirandur demos are seriously taking me bac to those times. Especially this walking around one. Keep up the awesome work!
Jonathan859 - 03/26/2026
Cool stuff
Blindgoofball - 03/26/2026
The sound design for this is pretty nice. One thing I noticed though is you have to open and close all the doors manually, which I feel like could get annoying really fast, especially with how long some of them take to open and close. It would be kind of nice to have that automatically done.
TheFake VIP - 03/27/2026
Sounds great!
Would be nice if the ambiance background track (birds and stuff) was spatial but there's an obvious issue with that: being able to find good audio sources. Of course something could be pre-baked but it would at best be a simulation, unless you can get your hands on some good ambisonic audio which I doubt, there's just not a lot of it out there.
Either way, Graph Audio is now a proven technology! ⌣
bscross32 - 03/28/2026
I like how when you add equipment, the sound changes to reflect what you're wearing. That's a nice touch. I guess I can't relate to some of what's going on here though. Like, why are so many of the doors opening off to one side of you. Is this one of those things where the game allows turning, but because a lot of blind people hate turning, they just never do?
If so, I think that should be a thing of the past. We're getting into mainstream territory now, and while mainstream games certainly do allow side stepping, you can't do it with reckless abandon. It's slower, as it should be. You should be made to turn to face things you want to interact with. It'd also be more immersive if the big doors and gates actually had some travel in the world rather than sounding like a stationary sound that got downmixed into mono by your engine so that it would work on the soundstage.
The sound design is nice, no doubt, but I feel like it's a bit overdone. It feels more of a thing where y'all can be like, look at all the technology we can leverage, isn't that cool? The perfect example is the overdone reverb at the end. That space would have to be very large and very open to sound like that. Now, props for a job well done in having your equipment interactions and weapon swings go through the effects.
It sounds like you're using HRTF here, or at least, a similar technology. Honestly, I don't have the equipment to record ambisonic and couldn't really tell you the difference between that and HRTF, but in either case, it sounds very unnatural to me, which isn't a criticism of your game, but that of the underlying technology. It's never sounded good to me, and in every game that has the option to disable it, I do so. Everything tends to sound unnaturally crisp with that stuff active, and it's like if you have a peak filter on a sound and as it draws nearer, you play with the cutoff and resonance to get that edge of emphasis on the sound, and it just isn't lifelike at all. Of course, this is subjective, and I'm sure many people do enjoy it.
You guys are doing big things though, it's cool, even if I have some things I could nitpick about the sound design. I think some refinements could see this being a very immersive world to be in. It kind of brings me back to when I was playing Skyrim. For the time, I'd never found a game world so immersive.
Sir Howard - 03/28/2026
I'll just respond to one thing here, because honestly the tech stuff goes over my head: I made the reverb at the end intentionally intense, as I was trying to make it seem strange and bigger than it should be. And also just because I could. It might change later. But that particular area has some strange goings on in it.