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Vehicles with Wwise | Personal project
Overview This is a quick breakdown of key features and decisions made during the few days I worked on this personal project. Goals for this project were to create the best engine audio possible with free samples, setup turbo audio behaviour and suspension impacts. A key goal for this project as a whole was to…
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Wwise Implementation Demo | Unreal Implementation Part 2
C++ Functions Big thanks to Jamie Carnell for putting up with my many questions about C++ and the Wwise API throughout this learning process. Audio Statics Library Get Surface Type By Line Trace To begin the process of converting my blueprints into C++ classes, I created a Blueprint Function Library to house all audio related…
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Wwise Implementation Demo | Unreal Implementation Part 1
Introduction This section of the devlog will go over the common audio systems used in game audio integration that I have created for this project (brace yourself, it’s a long one). I will be explaining and providing examples of both blueprints and C++ functions used to create this behaviour in-engine. The features I will be…
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Wwise Implementation Demo | Wwise Breakdown
Introduction A key objective of this project was to establish an industry quality Wwise project structure, utilizing consistent naming conventions, hierarchies and event behaviour construction. The official Audio Kinetic website provides ample information on the Wwise Authoring applications features and demonstrates example use cases for each view and layout. However, Audio Kinetic provides significantly less…
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Wwise Implementation Demo | Audio Design
Project Introduction This project aims to demonstrate the implementation of the Wwise spatial audio pipeline within a UE5.1 example environment. This demonstration will showcase how Wwise spatial audio features such as Rooms and Portals can be utilized to create adaptive ambiences and spatialize audio sources with diffraction and transmission. In addition, I will be demonstrating…
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Supersonic | Electroacoustic Compositions
Transformation Disclaimer, the artwork for these compositions was generated by AI. If it infringes with anyone’s work, please let me know and I will remove them. For my transformation piece I wanted to create the entire track from a single sample. I drew inspiration from Artists such as “KOAN Sound” and “Johann Johannsson”, their works…
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Experimental Sound Design | NO PIANO
Project Breakdown This project was submitted for a module assignment in my first year of University, I had a great time creating it so have decided to do a write up here for anyone who may be interested. After coming across the subject video (Tremblay, 2023) for this re-design I came up with a spotting…
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Post-mortem & references
Post Mortem This post-mortem will provide a breakdown of the project’s milestones, highlighting its successes and areas where improvements can be made. This breakdown will serve as a valuable learning opportunity to identify shortcomings to be avoided in future projects. In short, I feel that this project was a success, aided significantly by the amount…
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Obstruction optimizations & bug fixing
Obstruction Optimization While many of the optimizations created for occlusion are shared with the obstruction system, there are some obstruction-specific optimizations that had to be made to reduce unnecessary overhead. Like occlusion, a movement check is performed before obstruction is calculated to determine whether the player or emitter has moved a greater amount than the…
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Occlusion / obstruction data interpretation
After gathering all the relevant data from both the occlusion and obstruction systems, the next step is to interpret this data for use with FMOD parameters. The values used to modify occlusion and obstruction processing effects are calculated using various metrics obtained from the previously discussed ‘update’ functions. To calculate the occlusion value, a ratio…