Audio Player and Dynamic Audio

These two tools can be your most important immersion enhancements available.

Whether your party is travelling through a forest with chirping birds and babbling brooks or they are exploring a long abandoned megastructure, the right music and ambient noise can take the experience to the next level. Inversely, not understanding how or when to use these two tools can break immersion faster than a power outage in a movie theater.

Understanding when to use which audio tool is much easier when you understand the difference between the two. The easiest way to describe it is this: The Audio Player is your global audio, Dynamic Audio is localized In-Game sounds.

Let’s take two situations:

  1. The party enters the marketplace. The entire courtyard is swarming with citizens from every end of the region conducting their business. You find yourself shoulder to shoulder with the crowd.

Because this sound is coming from all around across every part of the current map, we want to use the global option, the Audio Player. The sound doesn’t cease, so we want to play it on loop. The GM may choose to increase the volume so the players have to raise their voices to hear over the crowd.

  1. The party passes by a blacksmith in the marketplace, hammering away at a steel blank, trying to fill his quota for the Militia.

For this we would use Dynamic Audio. The hammer striking the anvil is originating from a specific place on the map. As the party draws closer, it should get louder. As they move further away, it should get quieter, eventually being overtaken completely by the sound of the city streets. This is what Dynamic Audio is used for.

Don’t forget!– The further the party is from the center of the circle, the quieter it will be. You can use resizing along with the custom options to get a very precise, localized sound effect. Combine both Dynamic Audio with the Audio Player for the best of both worlds!