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Splash In Sound Design

Here is an example of how I crossfaded recordings taken from above and below the surface of water to give a first person perception of the splash.

Using State Containers to control atmosphere in Wwise

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As certain levels in Cube contain bodies of water, I needed to use the 'SplashIn_Player' event to trigger a change in atmosphere to emulate the sonic transition from air to underwater. In order to do this, I created two looping pieces of audio for atmos, and assigned each of them to the events 'SplashIn_Player' and 'SplashOut_Player'. I then created two separate game states for underwater atmos and out of water, and created audio buses for each which go straight to the main out in the default work unit. In order to make the atmos for each state duck out when the other is triggered, I crossfaded both states by setting the level of each audio file in its respective state as shown here.

Unity Sound Implementation

Unity Sound Implementation

Enemy Hurt/Death Sound Effects

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For the enemy sound effects, I used mostly library sounds as the starting point, then editing and processing them in Adobe Audition. I used a few variations of elephant trumpets as the death sounds for the Hellephants, and more subtle grunting noises for the hurt sounds. For the Zombunnies, I used library recordings of a mixture of rabbits, squirrels and hedgehogs making various shrieking and grunting noises.  Finally, for the Zombears, I felt that using more realistic bear sounds would make them seem more dangerous, and considering that they are the weakest to kill out of the different enemy types, I thought it would be better to make them sound more benign. Instead, I recorded my own voice making exaggerated groaning sounds, and processed it using the Little Alter Boy and Phase Mistress plugins by Soundtoys. This pitch-shifting and modulating effect gave the sound a supernatural quality, and I decided to apply these effects to all the enemy sounds to make them cohe...