Audio Project

Development Snapshot
Engine: Unity
Languages: C#, C++, XML
Software: Wwise

For my Audio Programming module, we were tasked to create an application that demonstrated several audio techniques. We were told graphics did not matter for this project, so I did the best thing I could think of, remove the graphics entirely. The project involved using sounds to "paint" the environment in order to navigate and complete tasks, this allowed for a variety of audio techniques to be implemented using Wwise.
Below is a video showing a playthrough of the project.

Audio

Almost all of the audio in the project was created by myself, the only exception to this is the collection of sounds used to create the background music which I mixed together in Wwise and control through RTPCs to create dynamic game music.

Plugins

I created three Wwise plugins, each with a different task; Attenuation, Delay, and a Sine Generator. The attenuation plugin was created to work in tandem with the radius of the areas being painted, the smaller the radius, the quieter the sound should be. The delay plugin was created to add variety to most sounds in the game and mimic reverb in others. Finally, the Sine generator was used for music synthesis that the radios in the first level use in combination with the delay.

"Paint"

The paint effect is achieved using shaders, each sound has a location and an active radius then at the pixel-shader stage any pixels not within the radius of these locations is discarded.

Source

The source code can be viewed at my GitHub portfolio page (SAnderon-Portfolio ), the SoundLocations script does most of the heavy lifting of the project.

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Honours Project

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Grapple