Of course my first attempts at creating audio was intended for my first environment, which was supposed to be a large, ominous, open space. Some ideas I had for this environment consisted of echoing drums, chimes, and an eerie kind of harmony. I found a free online website (which I have used in the past to make simple sounds) and using synth instruments and drums, whilst fiddling around with the reverb and sound filters, created an ominous background sound (seen on the right). I am not a huge fan of this sound, especially after getting my friend (who studies music) to have a listen to it; he commented that it did not sounds professional, and sounded more like one of those free online escape room type games.
Of course, since creating this audio, my ideas changed drastically, and so I decided that I would have no background noise in my environment, instead focusing on the noise my asset would make when the player interacts with it.
I wanted this noise to be like an ominous chime, similar to the background noise I had initially created for my first environment idea. I thought that if I just distorted a more regular noise significantly in audacity, I would be able to make an effective sounds easily. I went onto YouTube and downloaded this sound effect of a triangle (as seen on the top left), and placed it in audacity (which is a free sound editing software pre-downloaded on the college computers). I cut it down so that only one of the chimes can be heard, and then started to distort it.
First, of course, I messed around with the reverb settings, adding a lot of damp echoing to the sound. Of course, I am no expert on audio editing, and so for the most part I was just pushing and pulling the settings until they felt right. After the reverb, I pulled up the equalization graph and applied the pre-set bass boost to the audio. At first this didn't do much, but when I ran it through a second time it was so boosted that it distorted, and sounded very strange; I continued to mess with the settings until it sounded right. In the final audio, you can still hear a little bit of the distortion, where it sounds very deep and wobbly. I wanted to keep this to some degree, since I liked the unnerving effect it had on my peers, who I asked to sample my audio as I went along. My final step was to change the pitch of the audio slightly so that it sounded a little deeper, giving it a more ethereal feel.
Once I had done all this, I exported it to a .wav format, ready to be put in Unreal. You can hear the final audio to the bottom left.