Technical Sound Design Projects

 

 

These projects showcase techniques and possible approaches for spatial audio, dialogue, voice accessibility, dynamic footsteps, and tools created to facilitate implementation for audio teams. 

 

Some implementations are included in this archived repository https://github.com/FelipeSound/TechnicalAudioDemo_1.git     

Custom Audio Reflection System

This video features implementations for reflections. The first two examples features static NPCs talking in the game while their voice is being reflected by nearby surfaces. The third example features reflections from gun fire. And the last example features music coming from two speakers and having the sound of each speaker being reflected from surfaces in the area.

In all these cases the query is handled via line trace either once on game start or via an event call in code. With the exception of the pistol example, both the time delay and attenuation were recalculated to account for the distance between the player and the sound source.

Spatial Audio Implementations in C++

 

Volumetric Implementation

This video showcases my implementation of spatial audio in Unreal using C++, where the sound follows the player's position within the boundaries of a box. 

Multiple Emitters in Spline

This video showcases my implementation of spatial audio in Unreal using C++, where multiple sound emitters produce audio from a single source along a spline. 

Sound Follows Player Across Spline

Here the sound follows the player across a spline. This implementation can be useful in cases when the player is near by an ocean, a river or any other large body with sound. 

DIALOGUE IMPLEMENTATION AND TOOLS

This video features three approaches for implementing dialogue with wwise in Unreal Engine. The topics include Generating dialogue project templates in wwise via waapi scripting, implementing dialogue via wwise external audio source, and implementing dialogue for voice accessibility.

Footsteps Implementation and tools

This video documents the implementation of footsteps.  And it features topics like creating a Python script to generate footsteps in wwise via waapi, implementing footsteps for floor surfaces and material wetness levels, creating a scriptable tool to load surface materials in the level, and creating a footstep component to attach audio footstep functionality to any game character easily.   

If you prefer reading, you can follow this page_(link)  

Fly-by object implementation

This video features the implementation of moving objects, in this case, a flying drone driven via a spline. The topics in this video include using wwise's position editor and using an RTPC distance to modulate the sound of the drone creating a Doppler effect.

If you prefer reading, you can follow this page_(link) 

Audio follow along spline

Command line Debug tool