Audio
PARANOIA is voiceless and musicless, as both sounds are sources of comfort. Instead, audio should come from ambience and audial clues, which should play an enormous part in both unsettling the player and keying them in to the environment. If they are able to pinpoint which sounds indicate something real, and which ones are red herrings, that will give them a boost to beating the game.
Phase One Audio Cues
Walking
- Plays when player is walking. Sped up for run sound
Crouch:
- Plays when the player crouches down
Power Turning On
- Plays when the power switches on, clueing players in to the fact the facility will be operational now.
https://freesound.org/people/GaryQ/sounds/135434
Camera Moving:
- Plays to indicate a security camera changing direction
Door Opening:
- Plays when player opens a door
Door Sealing:
- Plays when a door is being sealed on you
https://freesound.org/people/EagleStealthTeam/sounds/172408
Groaning Metal:
- Plays to indicate the map changing.
Static Hum:
- Plays constantly to diguise sounds of camera movement and put the player on edge
Ambience:
https://freesound.org/search/?q=door+sealing
Phase Two Audio Cues
Static Hum 1
- Plays constantly to put player on edge
Static Hum 2
- Plays when a TV monitor goes offline
Static Hum 3:
- Alternate sound for offline monitor
https://freesound.org/people/LittleRobotSoundFactory/sounds/274166
Electricity Sparking:
- Plays when you disconnect a part of you from the Control Panel
Buttons, Switches, and Dials Sounds
- Plays when the player is interacting with the Control Panel
Phase 3 Audio Cues
Birdsong
- Plays when you reach the exit