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INTERACTIVE AUDIO

For my Interactive Audio project, integrating Wwise and Unity softwares, I have created a copyright free interactive audio for the "Viking Village" videogame level. The sounds used have been sourced from different sources, using free library webpages (Freesound.org), sounds given by the university and some sounds have been recorded by myself using a H2n Zoom Handy Recorder, and all sounds have been imported and edited using Wwise, and then linked to all the objects added in the Unity scene, which some of them required the use of scripts, edited in Visual Studio.
In Wwise, the sounds are used for ambient, foley, character effects, SFX, and voices to provide characters, objects, and events with suitable sounds according to a village some years ago, and all the tracks are chosen to be coherent with this theme. All the sounds are mixed in Wwise, with mixing desks and sound caster, provided by the software itself.

Random containers are used to randomize some sounds to create a more natural environment and prevented a non-repetitive setting. The randomization process has been used mostly in the character's footsteps (which fits the sounds with the surface the character walks on. This works thanks to Switch states which are explained in the technical notes in more detail.). Random containers are also used in ambience sounds for playing birds randomly through the day and night cycle. Event locations are used in specific objects in the game so that as the player explores different areas of the village, some sounds will be triggered, e.g. torches, sea waves, magical statues, music, second character voices, etc. To control the interaction between the player and all this object, colliders have been set up so when the player interacts in a range with the different objects, the sounds will be triggered
All of this helps to create a reliable environment and aid immersion.

The game is not empty thanks to the implementation of vertical and horizontal music, which are played through the map changing depending on what zone the player is in. Also, through the use of states and RTPC (Real-Time Parameter Control), some music tracks will sound louder or more instruments will come in as the player approaches a specific point. The RTPCs are used mostly in horizontal music tracks. 
The game is structured as a pickup game: the player needs to collect some mysterious skulls that are on the floor, because no one, not even the knight guarding the front door knows what are they. After picking up all the skulls, it is difficult to see what happens...
Including these pickup objects help the player to visit all the village and look in all the corners so the player will enjoy the views. All the objects that were not in the original scene (characters, vegetation, objects, etc.) have been imported from both Mixamo and Unity Asset Store.

©2019 por maxtorras. Creada con Wix.com

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