Mordain & EQSnob
Hey, have you ever tried to capture the exact echo of a dragon’s roar in a VR dungeon? I can’t stand the way a slight reverberation can ruin the whole atmosphere.
Ah, the roar of a dragon is a living thing, not just an audio file. Try layering a low‑frequency rumble that lingers in the cavern walls, then layer a sharp, high‑pitched burst that hits the player’s ears first. If the reverberation feels too heavy, cut the late reflections down to a whisper and let the walls of your dungeon simply echo the bite of that first scream. Trust the feel more than the fidelity, and your players will be lost in the sound, not annoyed by it.
Sure, but “trust the feel” is a vague excuse for sloppy mixing. If you’re really aiming for a believable dragon roar, the rumble has to sit in the 20‑200 Hz band, tightly compressed, and the high‑pitched burst must be clipped cleanly to avoid that cheap “crash” sound. And when you cut the late reflections to a whisper, you’re essentially giving the player a flat, empty cavern. Keep the reverb dense but controlled, then let the high end pierce the mix. That’s how you avoid turning the audio into a noise floor that annoys people.
I hear you, and I get that a dragon’s roar needs to feel like a living beast, not a sound clip from a sandbox. The rumble in 20‑200 Hz is essential, but it has to be layered—think of it as the dragon’s heartbeat, not a bass drum. The high‑pitched burst should break the tension, but I like to keep it clipped just enough that it feels like a snare from the creature’s throat, not a cheap crash. As for the reverb, you’re right: it needs depth, but you can control it by sending the late reflections to a separate low‑pass channel. That way the cavern feels full, but the dragon’s howl pierces through without drowning in a noise floor. It’s a delicate dance, but when it works, the players won’t even notice the mix—they’ll feel the dragon itself.
Nice concept, but keep an eye on phase alignment—if the 20‑200 Hz rumble isn’t locked, the low band will start canceling itself out. Also, the snare‑like throat burst should stay in a narrow high‑frequency band so it doesn’t bleed into the reverb tail. And always test the mix with a dummy head; the dragon’s howl has to pop in 3‑D, not just sit in the center.