Type of music
The underwater music in Donkey Kong is an excellent example of a calming submerged musictrack. However, in this game we'll be going for something a tad more "stressfull", though hopefully not in the annoying sense of the word.
Format
Format: MP3 will be the easiest formation to work in.
Bitrate/Sampling: The big consideration here is the size of the flash download.
Size
We'd like to keep the game as light as possible, so audio artists should always try to keep the bitrate as low as possible, and only go higher for longer or more "defined" sound effects.
Sound-effects
- A "swimming" effect for the fish, one for swimming slowly (i.e. descending) and one for swimming fast (i.e. ascending)
- General backgound underwater ambient noises
- A "bonus pickup" effect, possibly with a gentle and not too cruel eating-noise when devouring the smaller fish.
- * Button rollover effects
- The noise of a boat propeller passing overhead. (necessary?)
Compositions
- Start screen music.
- Level music.
- End level.
- Game over music.
All tracks should be loopable, although we can just fade out the end and the beginning if need be.
The start screen, end level and game over music could all be very similar, if not the same, and could be very much like the DK-type. It wouldn't have to be very long. I doubt anyone would ever spend more than 45sec-1min in any of those screens.
The level-music however, would need to be a bit longer, and at a more rapid pace. We might want to wait with the level-music untill last.





