Using Sound In Horror Games
Few genres in gaming rely as heavily on the building of tension as the horror genre. The suggestion of danger in a horror game can often been more satisfying and ultimately more successful, than the actual threat. For this reason, horror seems to stand out as the ideal genre for using sound effects to add tension to a game.
Although horror seems like the perfect genre for the use of sound effects, the tips provided here can be used for any game or setting. The sounds of a plane approaching, for example, could have a huge impact in a wartime campaign. Or, the sound of gunfire could alert the PCs about nearby people in a post-apocalyptic game.
Using The Files In Play
A list of files is provided below to get Game Masters started in adding sound effects to their games. Obviously, this is only a tiny sample of what could be used in a game.
| File Name | Duration | Size | Description |
|---|---|---|---|
| alarmbell.mp3 | 34 secs | 336 kb | Fire or security alarm noise |
| barkingdogs.mp3 | 8 secs | 84 kb | Barking dogs |
| bugnoises.mp3 | 4 secs | 44 kb | A sound like bug wings |
| deepthump.mp3 | 4 secs | 44 kb | A deep bass "thump" -- could be used for something banging on a door, heavy footsteps, etc. |
| distantshot.mp3 | 6 secs | 64 kb | A gunshot noise that sounds far away |
| doorslam.mp3 | 4 secs | 44 kb | A door being slammed |
| fastfootsteps.mp3 | 6 secs | 64 kb | Someone running |
| gruntsandgrowls.mp3 | 20 secs | 200 kb | Groaning zombies or other creatures |
| gunshot.mp3 | 2 secs | 24 kb | Another gunshot noise |
| helicopter.mp3 | 36 secs | 356 kb | Sound of a helicopter in flight |
| malfunctioning.mp3 | 2 secs | 28 kb | Buzzing machines, maybe in an underground lab |
| phone.mp3 | 4 secs | 44 kb | An office telephone ring, use multiple times to get a prolonged series of rings |
| planeflyby.mp3 | 7 secs | 40 kb | A propeller plane flying by |
| rainfall.mp3 | 10 secs | 108 kb | Continuous rain noise -- poor quality sound effect |
| screech.mp3 | 8 secs | 84 kb | An animal cry, likely a bird -- may be appropriate for dinosaurs |
| waterdrop.mp3 | 4 secs | 44 kb | A single drip noise |
| space_05.mp3 | 5 secs | 52 kb | Silence -- Use as a "spacer" in playlists |
| space_10.mp3 | 10 secs | 104 kb | Silence -- Use as a "spacer" in playlists |
| space_30.mp3 | 30 secs | 296 kb | Silence -- Use as a "spacer" in playlists |
Each sound provided was created using royalty-free samples and encoded to an 80 kbps MP3 to conserve space. Most samples were processed with a slight amount of reverb to give each noise a more atmospheric, less sterile sound.
How To
The first thing you need to understand as a Game Master is that the use of sound files could very easily detract from the overall gaming experience, rather than add to it. Most gaming groups get together for the camaraderie and collective imagination of play, not to sit through a multimedia presentation. If you are even considering using sound effects in your game, they have to be as transparent and "hidden" as possible to have any kind of positive impact.
Equipment
Since the files provided are based on the MP3 format, the most logical way to bring them into a game is through the use of a computer or media player, such as an Apple iPod or NOMAD Jukebox.
The advantages of using a large capacity, hard-drive based media player are huge when compared to using a computer. The most obvious advantage is its portability, but perhaps even more useful is the psychological benefits. A MP3 player can be hidden behind the Game Master's screen and kept out of sight. Because the portable player can be kept out of sight, the Game Master can access the files without it calling too much attention to it.
A portable computer could work, but will be much more obvious. If you must use a laptop, make sure it is positioned to the side, and not in-between you and your players. Remember, the sound effects are intended to enhance play, not replace it.
Game Masters who do not own a portable MP3 player might be able to get the same affect by burning a CD with the necessary sound effects to be played back with a portable CD player. As most computers can now burn CDs, this might be a much more cost effective method than investing a MP3 player, but it does have its limitations. Struggling with multiple tracks presents a number of challenges, but a practiced GM should be able to make it work.
Playlists
Most MP3 software and many of the newer portable MP3 players have the capability to set up playlists, a way to organize a series of files so that they can be played in a particular order. Ultimately, it's playlists that will allow the use of sound files to work as a tool and not as just a cheesy prop.
Before a role-playing session is set to begin, the Game Master should create a number of playlists based around individual events that she wants to occur during the game. Often, these playlists will be created around a specific sound. For example, a playlist could be created around a slamming door, a sound she wants played shortly after her players start to feel safe and secure in the abandoned house they discovered in the fog.
The reason why a playlist is suggested over simply accessing the file directly is that the Game Master can create a "lag" between when she presses play and when the noise actually happens, giving the players a chance to be distracted from the idea that a noise is coming.
Example "Someone Is In The House" playlist:
| File Name | Time |
|---|---|
| space_30.mp3 | 30 secs |
| space_10.mp3 | 10 secs |
| doorslam.mp3 | 4 secs |
| space_5.mp3 | 5 secs |
| footsteps.mp3 | 5 secs |
| Total time | 54 secs |
So, the group is sitting around and discussing how glad they are that they escaped the vampire hillbillies that sabotaged their truck and stranded them out in the woods. They certainly caught a break by finding that old, boarded up lodge. And, after checking to make sure that all the doors are locked, they can settle in and wait for morning.
The Game Master reaches over and hits "play" on her iPod, starting up the "Someone Is In The House" playlist. Most of the players are going to expect a noise at this point, but because there are 40 seconds of silence before any actual noise occurs, they will have some time to "forget" that the GM started up the playlist. This is especially true if the GM diverts their attention with something else, say a mysterious book that one of them finds hidden near the fireplace. When the noise actually does occur, the players (and even the Game Master) have let down their "guard," making its appearance all the more jarring and suspenseful.
Playlists don't necessarily need to highlight action or start an encounter. They can also be used to reinforce the atmosphere of the game and the situation the characters are facing. A Game Master might want to create a "Ghouls Outside" playlist for a scene where the PCs have locked themselves in a building, while the undead are walking the streets, snatching up a few people still trying to protect themselves. The playlist isn't intended to inspire action from the PCs, but is meant to further illustrate the situation they're in.
"Ghouls Outside" playlist:
| File Name | Time |
|---|---|
| space_10.mp3 | 10 secs |
| space_10.mp3 | 10 secs |
| gruntsandgrowls.mp3 | 20 secs |
| space_5.mp3 | 5 secs |
| distantshot.mp3 | 6 secs |
| gruntsandgrowls.mp3 | 20 secs |
| Total time | 71 secs |
Or, if the PCs are in a damp cave, create a "Underground" playlist:
| File Name | Time |
|---|---|
| space_10.mp3 | 10 sec |
| waterdrop.mp3 | 4 secs |
| space_10.mp3 | 10 sec |
| waterdrop.mp3 | 4 secs |
| space_5.mp3 | 5 secs |
| waterdrop.mp3 | 4 secs |
| space_5.mp3 | 5 secs |
| waterdrop.mp3 | 4 secs |
| waterdrop.mp3 | 4 secs |
| space_30.mp3 | 30 sec |
| waterdrop.mp3 | 4 secs |
| Total time | 84 secs |
Creating atmospheric playlists like this could really help set the mood of a particular adventure and give the players a greater immersion into the story.
If the GM is using a burnt CD, she could have a "Someone Is In The House" series of tracks to get the same effect (say 5 tracks, one for each MP3, depending on how the disc burning software works). Just make sure that the tracks are properly labeled so that they can be started and stopped at the appropriate times.
I recommend against using any stereo set up with a remote control. Even though most stereos are going to sound much better than your average computer speakers, using a stereo can be difficult due to the inability to clearly read or control it during game play.
More Tips and Tricks
1. Be Prepared
This is obvious. If the goal is to add sound effects in the least intrusive way possible, the Game Master needs to be an expert in how to use her MP3 player in the most efficient manner possible. Make sure that the MP3 player doesn't have a shuffle option turned on, that everything is setup properly (the speakers are turned on, plugged in, etc.), and that the GM can get to the player with the least amount of fuss during the game. Practice using this setup before the game starts will allow for time to properly troubleshoot any potential technological difficulties.
If at all possible, make sure the speakers are either located away from the gaming environment or out of sight of the players. Computer speakers are great for this, because they're often small enough that they can be placed almost anywhere. Set them on the floor, several feet away from the gaming table. Or, place them behind the sofa if you're going to game in the living room. The options are limited only by your particular gaming environment, of course, but the goal is to keep the speakers from getting any attention at all. You're the main entertainment, not the speakers, so keep them from attracting any interest from the players.
Test their volume before you start playing, if at all possible. Something that comes across too soft is better than something that comes across too loud, but you want to make sure the speakers can be heard from where the players will be sitting.
If you're hosting the play session at your house, you will have the luxury of being able to get set up far in advance. Use that time!
2. Never Replay A Noise
If things are going well, you may have a player gasp, "What was that? Play it again!" Don't do it. If there is anything that Hollywood has taught us, through countless horror movies, its that not knowing is far worse than having something shown to us. So, if a player wants to hear a noise again, refuse. Let them try to reimagine the noise in their minds. Chances are it'll be much better, and significantly more creepy, than anything you have on your hard drive.
3. Don't Overdo It
Use noises sparingly. The more sound effects you add, the less important they become in the long run.
4. Use the Noises Appropriately
Never penalize someone for not hearing a particular noise. Remember, the sound effects are meant to enhance the atmosphere of the game, not replace the normal skills and judgment of a Game Master. So, don't set up situations where properly hearing a noise could have an effect on the outcome of the game.
For example, you don't want the PCs to stumble across a door, play a growling animal noise, and then announce that they are automatically dead once they open the door because they should have known that the "hound of hideous death" was behind the door.
Also keep in mind that not everyone has perfect hearing. As a Game Master, you have a number of responsibilities to juggle, but if you add sound to your game, sensitivity towards differing hearing abilities becomes yet another one. If one of your players has a hearing disability, think about how they would feel if you started using sound effects. Would they feel left out?
With a little planning and creativity, a Game Master could easily add sound to her bag of tricks. As mentioned above, the addition of sound must be done careful, but proper use could add to a more intense, frightening gaming experience.


