Unreal Implementation using Blueprints
The aims of the project were to design an immersive soundscape, to keep the memory usage below a certain threshold and not to have too many active sounds playing at the same time.
Using asynchronous systems to create more variations.
Footstep system based on a random combination of different toes and heels sounds. It also detects different surface materials.
Reusable blueprint to trigger a sound with the possibility of changing the shape and the size.
Reusable blueprint to randomly spawn one-shot sounds within a position region using either the player or the blueprint itself as the origin.
Memory (1.3 MB)
What I learned
Developing reusable and flexible blueprints for audio.
Implementing strategies to create variations without using too much resources at runtime.
Recognizing different methods to build ambience sounds into a level and choose the most appropriate one based on the circumstance.