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Horror FPS Kit | Unity & Wwise Sound Design
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In this video, I walk you through the Horror FPS Kit in Unity, focusing on the integration of immersive audio using Wwise.
Key Audio Features Demonstrated:
• Rain Sound Control with Azimuth Parameter: The rain sound dynamically changes based on the player’s orientation. As the player turns away from the window, the rain becomes muffled, providing a more realistic and immersive experience.
• Self-Recorded Foley Sounds: All sound effects in the video, including footsteps and environmental sounds, are custom-recorded foley.
• Attenuation on Game Objects: The video demonstrates how sound attenuation works on various objects, making sounds feel more realistic as the player moves closer to or farther from different elements in the environment.
• Trigger-Based Sound Playback: Sounds are dynamically triggered when the player crosses specific colliders, enhancing immersion and interactivity within the game world.
• Locomotion System: The footsteps vary depending on the surface type.
• Room and Portal System: Using different ambient and reverb settings for each room, the video highlights how spatial audio changes depending on the player’s location within the game world.
#unity #wwise #gameaudio #sounddesign #immersiveaudio
Key Audio Features Demonstrated:
• Rain Sound Control with Azimuth Parameter: The rain sound dynamically changes based on the player’s orientation. As the player turns away from the window, the rain becomes muffled, providing a more realistic and immersive experience.
• Self-Recorded Foley Sounds: All sound effects in the video, including footsteps and environmental sounds, are custom-recorded foley.
• Attenuation on Game Objects: The video demonstrates how sound attenuation works on various objects, making sounds feel more realistic as the player moves closer to or farther from different elements in the environment.
• Trigger-Based Sound Playback: Sounds are dynamically triggered when the player crosses specific colliders, enhancing immersion and interactivity within the game world.
• Locomotion System: The footsteps vary depending on the surface type.
• Room and Portal System: Using different ambient and reverb settings for each room, the video highlights how spatial audio changes depending on the player’s location within the game world.
#unity #wwise #gameaudio #sounddesign #immersiveaudio