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WWise Demo Project

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ROLES

Sole Programmer

DESCRIPTION

This project is a third person demo developed during my final year of University for my audio programming module. It features a busy street with cars and pedestrians passing by as well as numerous different interiors that can be entered. The focus of the scene is the audio implementation as industry standard middleware in the form of Wwise was used with a wide range of its featurs being utilized to produce the end product.

YEAR

2023

Team Size

Solo Project

PLATFORM

Windows

Overview

This project is a third person audio demo developed in UE5 for my final year audio programming university module. The brief required me to create a scene that demonstrated various audio techniques ranging from spatialization to recording my own sounds to dynamic music that reacts to gameplay. Using an asset pack from the Unreal marketplace, I placed the Unreal third person template character within a street scene from which point I was able to create a realistic sounding, dynamic soundscape. Within this scene, vehicles fly past with the doppler effect taking place, sounds attenuate accordingly, reverb applies in the relevant areas as well as sound correctly diffracting and occluding. The goal of this project was to familiarize myself with industry standard audio middleware such as Wwise and to create as realistic of a soundscape as possible over the 2 weeks I spent developing it.  

          My
Contributions

- Programmed a line trace system that determines which surface is being walked on before sending that information to Wwise where a switch is changed and the appropriate footstep sound is played

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- Made use of WWise interactive music hierarchy to create non-repetitive looping music using horizontal resequencing. Music smoothly transitions using stingers and states

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- Utilized WWise's spatial audio features to implement audio that is correctly attenuated and occluded based on the player's position. Spatial audio also diffracts through doorways as well as panning from ear to ear depending on the player's orientation

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- Used Random containers, switch containers, sequence containers within Wwise

 

- Applied effects such as a low pass filter, band pass filter, distortion and fuzz to create the illusion of distant sounds, radios and TVs. 

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- Researched and applied appropriate audio compression techniques

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