Wwise Soundcaster Session
This is a work in progress adventure game for the blind and visually impaired that I am currently developing in my own free time.
In the current implementation, I demonstrate:
I had to come up with "creative" solutions just for the sake of demonstrating my skills in the Soundcaster session. Obviously, the implementation in the game engine is slightly different.
An example is looping the Footsteps system instead of pressing the button hundreds of times.
The footsteps system is based on two Switches Group:
- Surface Material (Concrete, Grass, Wood, Water and Dirt)
- Footstep Type (Running, Walking and Crouching).
Each types have a cloth movement layer to add realism.
Each footstep has different Heels and Toes (created using the Wwise Source Editor). The Random Heels and Toes containers are then combined together using a Sequence Container.
On the wood surface you can occasionally hear some creaks.
The ambience has two elements: the global wind, the global Day/Night cycle, and the Sea
The wind is separated into individual layers within a Blend Container (Figure 1). The first one is made up of two random containers (light and heavy), the second one is made up of a random pool of wind blows with a random 3D Position automation path, and the last one is a random container consisting of wind going through the palms' leaves. All of them react to Wind_Intensity RTPC.
The Day and Night cycle was implemented using another Blend Container and is based on isolated animal elements suggesting the time of the day, and the location of the player. These animals are not meant to be associated with an actual game object. Each animal has a random pool of 3D position automation around the player, and they share a custom Attenuation Curve. Increasing the wind intensity will cause the animals' layer to fade out (suggesting a sense of danger).
Figure 1 - Wind blend container
The ducking effect was implemented using sidechain with the Wwise Meter plugin. It is mostly used to make the critical dialogue more intelligible and clear.
However, I used the ducking to avoid frequency masking between elements in order to make the mix clearer. For example, the sea ambience and the water footsteps share a very similar frequency content in the high range, but the player's footsteps are more important. Therefore, I set up a sidechain that controls the gain of a high shelf of a Wwise Parametric EQ inserted on the Sea Ambience (Figure 2).
Figure 2 - Sidechain drives a parametric EQ