Horror Game Audio Design using Wwise & Unreal

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Arcitec Audio

Arcitec Audio

Күн бұрын

This video is quick look into some of the audio systems and sounds I designed for a game in development called "Frankie's Funhouse" using Unreal Engine 4, Wwise and Reaper.
I intend to create more in depth videos in the future on the different implementations shown in this demonstration as well as the others I could not fit into planned length of this video.
Chapters:
0:00 Sanity System & Dynamic Ambience
0:45 Character Scare Event (Sharon)
1:36 Dynamic Weather
2:07 Footstep Implementation
2:27 Velocity Based Object Audio

Пікірлер: 7
@ArcitecAudio
@ArcitecAudio 8 ай бұрын
If there is an implementation in this video you found interesting and would like to see a more in depth video on, leave a comment!
@azmioDV
@azmioDV 8 ай бұрын
The attention to detail is awesome! All this is really useful to me and so I was wondering a few things. - How does your code structure look like for handling local audio sources and when/where they should play. - I also think a breakdown on how you compose your 2D Ambiance background and room tone sounds. Honestly I have no idea what type of sounds should be included in something like that. - You also mentioned external sound libraries, do you have any recommendations for a horror game? - The impact sound design on the scare sequence was awesome, your thoughts process behind that would be interesting as well. Any answers to this would be greatly useful to me and hopefully to others.
@ArcitecAudio
@ArcitecAudio 8 ай бұрын
Thanks Azmio! I appreciate that alot! yeah this game has been in development for a while and so things are still being tweaked and optimized. Im actually super excited to work on some more in depth videos explaining all this in more detail but here goes! - most local audio sources are tied to a global rtpc "sanity" from a range of 0-100, depending on the players "sanity" i simply play the event when the global parameter exceeds a threshold a bit before the rtpc to slowly fades the audio in; works the reverse for turning it off. Not all audio sources follow this, but most local ones for example showed in the beginning section do. - Will definitely show some stuff in Reaper when i do this section. Each room tone is room specific using ak rooms and also ak portals to crossfade into one another. The room tone also consists of 3 timbrally different layers emphasizing the high mid and low bands of the freq spectrum. I used a blend cont and rtpc to move between the different layers. It functionally doesnt work this way but the concept is like a hi pass filter moving to low a lower freq as sanity declines, its meant to be subtle and only noticed when its not there. - soundly is great resource starting out as its a sub however i would recommend investing in few libraires (boom library and pro sound) when you can afford it. Most sounds in this game i recorded myself with some exceptions notably in the character scare event( the voice and some movements i recorded though) - I created and designed all of the character movement on the spline path, sphere trace vanish, and ai at the end so much of the dev of the sound was actually informed from making it work visually first. The blowout was a fun thing i got the actress to do with a zippo on the binaural ku 100 but its was mostly me just trying to be creative! I will 100 percent do a more in depth video on this for you guys:) Thanks for commenting on this, I know this is a super brief overview and im happy to answer more questions specifically on this implementation:)
@azmioDV
@azmioDV 8 ай бұрын
@@ArcitecAudio I appreciate your going through each and every question. Although this was useful I am afraid I don't understand all of the words your using like ak or rtpc (I don't have a background in sound design). Looking them up wasn't too effective haha, I think something that might make your videos more accessible is outlining what does mean before the video or using more common language. Regardless a lot of the systems you have going must really add to the game experience (specifically the local weather sounds near the windows and the different intensity sounds for throwing objects). They are a great starting point for me as I didn't know how some of these more complex systems were made, I'm hoping to see which ones are easy enough to implement on my own.
@ArcitecAudio
@ArcitecAudio 8 ай бұрын
Oh yeah apologies, part of my thought behind this specific video was not to explain everything in detail as i wanted to cover alot in short amount of time, my other videos on this game in the future will be alot more accessible! @@azmioDV Ak = audio kinetic or wwise events in game. RTPC = Real time parameter control; these are used to control variables in progamming such as floating point numbers - 1.12 and integers - 1,2,3
@malachiasharrisgtmalachias
@malachiasharrisgtmalachias 8 ай бұрын
I think the programmer did a ready good job coding the graphics.
@ArcitecAudio
@ArcitecAudio 8 ай бұрын
Indeed! The game is looking great:)
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