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description: A sound designer from Expedition 33 explains how audio cues were developed to help players time parries. Early on, a high-pitched 'zip' sound was manually...
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# Audio Cues for Parry Timing in Expedition 33

**[GDC Festival of Gaming](https://daily.dev/sources/gdcfestivalofgaming)** · 2 min read · 0 upvotes · 0 comments

## Summary

A sound designer from Expedition 33 explains how audio cues were developed to help players time parries. Early on, a high-pitched 'zip' sound was manually placed inside attack whooshes, but timing was inconsistent since it depended on manual placement per attack. Later, the team developed the 'Glistendo whoosh', using a reference marker file synced to animation timing, then swapped in for a more precisely controlled whoosh whose energy rises and stops exactly at the moment of impact, giving consistent gameplay timing and better mix separation.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=Hl2uX9x5Mg0>

## Questions this post answers

### How did Expedition 33 use sound to help players time parries?

The developers embedded audio cues directly inside enemy attack sounds rather than using an explicit alarm. Initially a high-pitched 'zip' sweep was manually placed within attack whooshes near the moment of impact, but timing was inconsistent across attacks. Later they created the 'Glistendo whoosh', using a reference marker track aligned to animation timing so the whoosh's energy rises and stops precisely when the hit lands, giving reliable parry timing.

_daily.dev surfaces game audio design breakdowns like this for developers refining gameplay feedback systems._

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---

Tags: [#game-development](https://daily.dev/tags/game-development)

[View this post on daily.dev](https://daily.dev/posts/audio-cues-for-parry-timing-in-expedition-33-ph8mx0e1l)

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