Game Accessibility: Visual Sound
April 8, 2016
Can you hear me? If you answered yes, you might want to get your ears checked since I’m writing not talking. That leads me to the topic of today’s blog post. How do you improve the accessibility of a computer game where it’s important that players be able to hear certain sounds? It may be important to the story or the gameplay or whatever, but if it is important at all then thought should definitely be given to players who may be hard of hearing or may be in a situation where they just can’t or won’t play with the sound turned on.
In a way, when I’m developing a computer game, I am one of those players. I usually don’t know all the sound effects I need to record for a game until most if not all of the game play is in place. While I could go and record sound effects on an ad hoc basis during production, it’s just easier to compile a list of all the needed sound effects and then record them all at once. Hence my practice of leaving the sound effects until very near the end of production.
All of this means that during the hundreds of test runs through the game that I do during production there are no sounds to be heard. As a result, I become keenly aware of when characters in the game, or the player themselves, need to react to sounds that aren’t there. This has manifested itself several times in the Sleuthhounds series of computer adventure games.
![[The Squeak indicator shows the pulley that needs oiling.]](images/visual%20audio%201%20small.jpg)
The Squeak indicator shows the pulley that needs oiling.
Click to view larger.
In The Cursed Cannon there’s a point where the player has to use an elevator of sorts to ascend from the ground to a walkway above. However, one of the pulley wheels on the elevator squeaks, which attracts the attention of a security guard. Even with the actual squeak sound, I felt the player needed to be directed to the particular pulley. As such, �squeak� sound effects are drawn on screen when the elevator is in operation. Given that the art style of the game is based on comics, this visual indicator fits perfectly.
![[The Knock indicator shows someone is at the door.]](images/visual%20audio%202%20small.jpg)
The Knock indicator shows someone is at the door.
Click to view larger.
At the very start of The Valentine’s Vendetta another important sound effect is encountered. This one isn’t for a puzzle, instead it’s story related. The game opens with a maid crossing a room, opening a door, and admitting the protagonists Jane Ampson and Pureluck Homes. Sound effect wise, before the maid crosses the room there’s a knocking at the door.
During development I always knew there was going to be a knocking sound. As it wasn’t important to solving a puzzle in the game, I thought initially that I didn’t need a visual indicator for the sound. However, as I played and replayed the game during production, before the actual sound was in place, it really started to weird me out that the maid just psychically knew to cross the room and open the door. So here I incorporated a visual indicator for the sound effect to aid the storytelling.
So why bring all this up now? Because the current in production Sleuthhounds game has need of some visual audio too. In the game, there’s a character who uses a voice changer to do what the label says, change his voice. Most of the time when you talk to him he has his normal voice. Every now and then he turns the voice changer on.
This is a different challenge from the ones in the previous games. In those games the critical sounds are actual sound effects: the squeaking wheel in The Cursed Cannon, the knocking door in The Valentine’s Vendetta. However, here the challenge is how do you show that a person’s voice has changed? Fortunately, from previous creative endeavours I already had a partial solution.
![[An assortment of dialog bubbles from Cubes.]](images/Strip181.gif)
An assortment of dialog bubbles from Cubes.
Since the very first game in the series, The Unlocked Room, I’ve always wanted the games to resemble as much as possible The Cubes comic strips I do over on sister website www.CubesComic.com. In those comic strips I use the standard comic conventions of rounded speech bubbles for talking and fluffy cloud speech bubbles for thinking. I also introduced squared off speech bubbles to represent voices coming from things like phones or speakers.
![[This line starts in one voice and ends in another.]](images/visual%20audio%203%20small.gif)
This line starts in one voice and ends in another.
Click to view larger.
Using squared off speech bubbles seemed like a good solution for most of the voice changed lines in the new Sleuthhounds game. However, as I mentioned above, this was only a partial solution. The tricky part is there are a couple places where the character turns the voice changer on or off in mid-line. Easy to do when you have the actual voiced lines recorded, but how do you represent that visually?
When speech bubbles are shown in my games they are drawn in nice pieces. Four pieces for the corners, four pieces for each side, and a piece for the middle. Oh, and a piece for the stem, but let’s not worry about that now. To make it clearer, you can visualize those nine pieces like so:
![[Dialog bubbles are made of a grid of visual pieces.]](images/speech%20segments.gif)
Dialog bubbles are made of a grid of visual pieces.
Once, I got to thinking about the challenge, the solution seemed pretty obvious: mix-m-match the regular speech bubbles and the square speech bubbles. Now, when the character says a line where they start in their normal voice and end in their voice changed voice the left side of the speech bubble uses the rounded corners and the right side uses the square corners. When they turn the voice changer off that pattern is reversed, square corners on the left and round corners on the right.
![[Round corners on the left. Square corners on the right.]](images/visual%20audio%204%20small.gif)
Round corners on the left. Square corners on the right.
Click to view larger.
Representing key audio information visually sometimes requires creative solutions. Sometimes that key audio is needed for gameplay reasons, sometimes it’s needed for story, sometimes it’s needed for dialog. Regardless of the case, using visual audio makes the game more accessible. It also allows you to deal with the classic question of: what is the sound of one hand clapping?
Previous: Walking for Ideas and Creativity | Next: Using Game Tech Creatively
Blog Posts
2025
April
04: Rolling Some Animations
March
07: Speaking and Moving
February
07: The Voices in Their Heads are Talking
January
03: Reputable Script Organization
2024
December
06: A Grab Bag of Stuff
November
08: The Recording Booth is Finished and then Some
September
06: The Recording Booth is Started
August
09: It’s All About the Dialog (Now)
July
05: Talking About Statistics
June
07: Broken Dialog Record
May
03: Finally Photos
April
05: Hint System 2.0
March
08: Flashing Back in Time
February
09: Inventory, Inventory Everywhere
January
05: Sleuthhounds Year Seven, Will it be the Last?
2023
December
01: Climbing the Rungs
November
03: Walking Through the Evolution of the Walkthrough
October
06: Look to Look
September
01: Sneaking at Sunset
August
04: Every Game Needs a Loot Box
July
07: Hamsterdam Exchange: Revisited
June
02: Dressings All Dressed Up
May
05: Ducts? Why Did it Have to be Ducts?
April
07: End of the Road
March
03: Daughter of the Boss
February
03: Den of the Boss
January
06: Where are We At? Where are We Going?
2022
December
02: Cutting the Way to Success
November
04: Maintaining the Ship
October
07: Once More Around the Promenade
September
02: Toilet Tank Humour
August
05: Uplifting: Combining 2D and 3D
July
01: A Moodier Room
June
01: Try Your Luck...Or Not
May
06: The Sky Deck: Almost but Not Quite There
April
01: A Clean Desk is a Sign of Dirty Drawers
March
04: Cable Management
February
04: The Doctor Will See You Now
January
07: The New Year is No Time for Lounging About
2021
December
03: Bridging the Gap
November
05: Captain's Log, Or Cabin
October
01: One Man's Treasure...
September
03: Rudder Way to Go
August
06: The Illusion of Depth
July
02: Streamlining Stairways for Players
June
04: Room with a View
May
07: States, Saves, and Simplifying Testing
April
02: Safety Features
March
05: When You Gotta Go
February
05: The Dining Room: Last of the Big Three
January
01: Boxing Day Sale at Sea
2020
December
04: You Gotta Have a Library
November
06: Pipes and Problems
October
02: A Sleuthhounds Message
September
25: It's a Room Sandwich
18: Writer's Room
11: Souvenirs at Sea
04: Cruise Cartography
August
28: Chocolate Shop, Er, Passenger Cabin
21: Place Your Wagers at the Pirate’s Chest Casino
14: Sometimes You Just Gotta Stop and Admire a Sunset
07: The Cruise Casino for Fun and Profit
July
31: Keep Fit and Have Fun
24: Even More Doors
17: Doors, Doors, and More Doors
10: Art Walk
03: Captain Windwhistler, to the Bridge
June
26: Doctor Seymour, to the Infirmary
19: Bilge is a Funny Word
12: There's No Money Laundering Here
05: A Pirate I was Meant To Be
May
29: You Gotta Have a Brig
22: Boring Backgrounds for the Staff
15: Theatre from on High
08: Theatre Crowding
01: In the Pool Any Time of the Day
April
24: The Crew Have to Sleep Too
17: Spring Time, Flowers Time
10: Cleaning Staff
03: Two Worlds
March
27: Kitchens, Spared No Expense
20: Cabins Day and Night
13: An Art Tour at Sea
06: The Pirate's Chest
February
28: Room with a View
21: Lock Picking Refined
07: The Gigantic Joanna
January
31: Updating the Safe
24: Interview Screenies
17: Burning Down Assets
10: Full Speed Ahead on Asset Creation
2019
December
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
November
29: Locking the Gates - Preventing Characters from Wandering Amok
22: Side Quests Complete
15: Achievements to Prompt Replays
08: Interviews and Interludes
October
25: Halloween Sale and Mini Mysteries 2019
18: Fountains and Fortunes
11: Shifting the Blame Game
04: Streamlining the Audio Workflow
September
27: Hamsterdam Exchange
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
06: Beware of Geeks Bearing Gifts
August
16: Extra, Extra! Read All About the Extras!
09: Dressings of Fruits and Veggies
02: Sidling into Side Quests
July
26: Working on Workouts
19: How to Draw Cartoon Marble
12: AppCredits() = The End
05: Getting the Ending Right
June
28: The Problem with Balconies
21: Return of the Summer Sale and Mini Mysteries
14: The First Ending
07: Rewrites and Recodes
May
31: Choice and Consequence
24: Doctor Seymour Colourization
17: Sneaky, Sneaky
10: Play Time
03: Things to Do in Acts 1 to 3
April
26: The Changing Nature of Estimates
19: Escaping the Balcony (A Goldilocks Puzzle)
12: Facts more Fun than Fiction
05: Ramping Up Difficulty in an Adventure
March
29: Evolution of a Scene
22: Characters: Sources of Problems and Solutions
15: The Act 3 Countdown
08: Ducts, Why Did it Have to be Ducts?
01: Cheating in the Name of Narrative
February
22: Meet the Suspects - Edward Noble
15: Meet the Suspects - Doctor Michelle Seymour
08: Flashback Investigation
01: Milestone: Act 2 Done-ish
January
25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
11: Adding another Layer to Note Reassembly
04: Meet the Suspects - Craig Holdfast
2018
December
28: New Free Games Section
21: Meet the Suspects - Carlotta Travail
19: Christmas Sale and Mini Mysteries
14: From Body Language to Sleuthhounds
07: Ludum Dare 43 - Body Language
November
30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
16: Finding Focus
09: Safe Cracking
02: Meet the Suspects - Captain Warwick Windwhistler
October
25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
05: Revising Rough Drafts
September
28: Light in the Dark
21: Animation Improvements - Realized
14: Animation Improvements - Design
07: Fainter and Fainter
August
31: A Splash of Colour
24: Paging Doctor Homes
17: Talking of Alternatives
10: Costume Party
03: Lock Picking
July
27: Act 2 from On High
20: Disruptive Director
13: Rolling, Rolling, Rolling
06: NPC Biographies
June
29: Design - Stepping Sideways to Move Forward
19: Summer Sale and Mini Mysteries
15: Mini Mysteries on the Way
01: Walk the Walk
May
25: Windows 10 Pen Woes, Part 2
18: Windows 10 Pen Woes, Part 1
11: SeaLeft FAQ
04: Milestone: Act I Done-ish
April
27: Saves, the Bookmarks of Games
20: NPCs Doing Their Own Thing
13: Homes and Ampson Together and Apart
06: Dialog as Interesting Gameplay, Take 3
March
30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
16: Dialog: The Problem
09: Iterating on the Dining Room
02: Refining with Index Cards
February
23: Refining with Puzzle Dependency Charts
16: Refining Practically
09: Sleuthhounds Valentine's Sale
02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
2017
December
29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
18: Announcing: Sleuthhounds - The Yuletide Tail
15: Sleuthhounds Holiday Sale
08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
November
24: Yuletide comes Early
17: Christmas Countdown
10: Short Story Published: Rites and Responsibilities
03: The Halloween Deception - Post Mortem, Part 2
October
27: The Halloween Deception - Post Mortem, Part 1
20: On Sale: The Halloween Deception
13: Adding Depth to Drawers
06: Through the Doorway
September
29: Teamwork
22: Animating in the Rain
15: Let is Snow! Let it Snow!
08: NaNoWriMoPla 2017
01: Record Your Own Line
August
25: Sleuthhounds History
18: Sleuthhounds Series Summer Sale
11: Time for a Timeline
04: Save and Load: A Developer Tool
July
28: The Cast of Robyn HUD: The Guard(s)
21: HUD Hacking v2.0
14: Intro Revisions
07: Sounds Like Wood
June
30: Blending up a Table Saw
23: Moving Ideas Forward
16: Windows Were Meant to be Resized
09: Blueprints from Buildings
02: Expanded Scenes
May
26: Artifical Intelligence: Robyn
19: HUD Hacking
12: Robyn's Wheels
05: Deleted Scenes
April
28: The Cast of Robyn HUD: Robyn
21: Lights, Camera, Action: The Intro Scene
14: The Cast of Robyn HUD: Arthur
07: Adventures in Facial Capture: Using Kinect Data (Part 1)
March
31: Stairway to Gaming
24: The Sleuthhounds Effect
17: Cops Have Vans
10: Mini Models for Detail
03: Storylines in Twine
February
24: Planning a Game Narrative
17: Evolution of a Level: Texture
10: The Valentine's Vendetta Trailer
03: Robyn HUD: The Face
January
27: Robyn HUD: The Body
20: Robyn HUD: Start of Production
13: Evolution of a Level: Form
06: Countdown to Christmas Sleuthhounds has Begun
2016
December
23: Sleuthhounds of Christmas Yet to Come
16: Accessibility for Younger Audiences
09: Reality's Not All It's Cracked Up to Be
02: A Good Heist Requires a Good Plan
November
25: Artifical Intelligence: Guards
18: Artifical Intelligence: Bystanders
11: Unconventional Design Tools for Robyn HUD
04: Brainstorming
October
31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
21: Nice to Haves, the Final Polish
14: The Halloween Deadline
07: Halloween Countdown
September
30: Cutting through Cutscenes
23: Life of the Party
16: What's in a Name?
09: Halloween End to End
02: Ludum Dare 36: Amelia Deerhart and the Elemental Temple
August
26: Crowd Considerations
19: Interaction Density
12: Puzzle Wrangling
05: Sleuthhounds, Top Priority
July
29: Adding 3D to a 2D Game
22: Does an Idea Have Legs?
15: Adventures in Motion Capture: Using Kinect Data (Part 3)
08: Adventures in Motion Capture: Using Kinect Data (Part 2)
01: Adventures in Motion Capture: Using Kinect Data (Part 1)
June
24: Sleuthhounds Animations? Check, Check, Not Check
17: Retro Tech: Quake 3 Light Volumes
10: Adventures in Motion Capture: The Hardware
03: Interactive Cutscenes: Adding Depth and Responsiveness
May
27: From Stealth to Robyn HUD
20: Sneaking into Stealth
13: Storytelling in Computer Games (Part 2 - Looking Forward)
06: Storytelling in Computer Games (Part 1 - Looking Back)
April
29: Walking Away from Windows 10
22: Code Name: Stealth
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
March
25: Game Dev: Unintended Sophistication
18: A Sleuthhounds Trick or Treat in March?
11: Game Design: Success through Failure
04: Critical Equipment in Critical Condition
February
26: Semispheres - Support Your Local Game Dev
19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
12: Coming Soon: Sleuthhounds - The Valentine's Vendetta
05: Sleuthhounds Production Update - Implementing Two Characters
January
29: Sleuthhounds Production Update - Designing for Two Characters
22: So You Want to Make a Computer Game: The Path Leads On
15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!