In this demo, i promote the starship engine interactive model I've built within Wwise, featuring cockpit components shaking when enduring g-force and stress, proportionally to ship health. Also featuring an audible feedback of the ship when making extreme turns.
- The engine model has been made with 3 loops placed in 3D. Each one of them has its pitch/volume/LPF/HPF modulated by the engine thrust RTPC.
- The dynamic shaking object sounds are made with cross fading model and controlled via RTPC. Basically cockpit components shakes more and more depending on the engine thrust. Also note that it is also proportional to the ship condition, the worst it gets, the more you'll hear it!
This would be even more immersive if each sound would correspond to a physical object inside the cockpit, with its own condition!
Engine Model+ Dynamic Shaking+ Structure stress by extreme g-force
Full scene : dynamic mixing with HDR audio
In this video you 'll see a wwise project playing a spaceship simulation demo.
The project uses HDR audio, traditional ducking, convolution cockpit reverb, in addition Wwise output loudness is very close to -23 LUFS.
- Important radio communications duck the mix. I chose ducking over HDR because those dialogue are really important and have to be super intelligible. We can also imagine they could be VoIP during multiplayer.
- Spaceship AI (synthetised female voice) is HDR processed and is ducking the ship engine sounds and weapons sfx.
Full SFX Scene / HDR / Ducking / -23Lufs
Gauntlet sound design and integration
Here is another video to promote my work as a sound designer and integrator. I have recorded most of the sounds used here. I have then used all the assets to integrate them into wWise in a creative, dynamic way.
For exemple when a clay jar is destroyed. The audio engine, wWise, will play 3 layers of sound. - One "attack" and more percussive layer will play ahead. - Then a second layer of clay being broken will play. - Finally a sample of clay falling debris will play.
Each sample would be randomly picked among many samples. Each of them would be randomly and softly pitched and have a slight level variation. Also the time those samples would be triggered would also be variating a little every time the event is triggered, in consequence you can break a thousand jars and it will never sound the same !
Same technique has been used for the attack sound, walking, door breaking etc...
Also i encourage you to download the project to check the "shield" system ( shield up, down, blocking, shield throw) which uses a synthesized loop to illustrate magic shield protection being used. Also, when the shield is being thrown a tremolo effect is being synchronized with the player-to-shield distance RTPC, creating a nice and lively effect, in addition to pitch and volume automation. Way better than the original IMO ! :-)
Please download the Wwise project and check it out: