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Sci-fi smuggler Wwise & ue4

This was the final project for my game audio design class during winter quarter of my senior year at scad. for this project we were given a unreal engine 4 project with no sound, and our objective was to add sounds using Wwise as the middle wear application. the sound events were already created in the unreal engine game and we just needed to link sounds to them in Wwise while creating the sound assets. we wear also able to add reverb and do rtpc so the sounds we added to.

attenuation was also used too.

my main goal was focusing on Wwise implementation and not so much on the sound design.

Sound Effects in Wwise

Wwise audio files

Events in Wwise

Wwise events

here are the audio files I added in and the events throughout the game that needed sounds associated with them. In the audio files you can see that there are different audio containers holding sounds. I have used sequence containers with the generator sound effects, I used blend containers with destroy turret and rifle reload etc... switch containers were used for footsteps and bullet impacts and random containers were used for rifle firing. and basic audio files were used as well. 

as stated before the events were pre determined with what needed sounds. all of the events needed sounds to be linked to them to be heard in the game.

next lets take a deeper dive into some of the sounds heard in the game.

Generator Sequence Container

generator sequence container

Here is the generator sequence container. you can see that with in the sequence container that there is a blend container and an audio file. the blend container contains other sound effects shown off to the right.in the sequence container you add files to the playlist on the lower right, this determines the order the sounds are played in. in the game the generator boots up, that starts the mechanical sound. once that sound is done it plays the next sound in the order which is the hum.

Generator Hum Blend Container

generator hum blend container

within the blend container, there are two audio files and I have those set to loop when the entire blend container is called. you can also see that I have the blend container have a delay of 4 seconds. this is so that when the sequence container gets called it takes 4 seconds for these files to play, that way the first file in the playlist can play through without getting interrupted.

Next lets take a look at the footsteps and the switch container.

Human Footsteps Switch Container

human footsteps switch container

here is a switch container that is being used to generate the sounds for the footsteps heard by the player. there are three different surfaces in the game; metal, glass, and plastic, these are from the switch group called material. each footstep sound is being called by a random container. next, there needed to be assigned objects, and this was accomplished by dragging the random containers from the contents editor window to the assigned objects window and matching the objects with the containers.

 

I ALSO ADDED A REVERB hallway to these footsteps because of the design of the map the character walks through, there needed to be a sense of space that the character walks through and that the player hears.

Gunfire will be the next audio we look at.

Gunfire Human Random Container

human gunfire Random container

now its time to talk about random containers. here is the gunfire sound effects for the human character in the game. there are a total of 4 different sound effects for this container. I added a pitch randomizer so every time a sound effect is played, its pitch will always be different. the min offset for the delay was -100 and max offset was 100. I also had the play type set to shuffle and to avoid repeating last one so every time a different gunshot will be played and not the same one twice in a row. However, because I set up the pitch randomizer, each shot will always sound different between them. and reverb was added too, to help give the effect the gunshot echoing through the area.

I also had to create the gunshots for the turrets. they are also set up in a random container. the photo is shown below.

Turret Fire Random Container

Turret gunfire Random container

As stated at the beginning some of the effects have attenuation and spread. one of the effects that has it is the alarm near the end of the level. by adding spread and an attenuation size, when the camera moves you still hear the sound coming out of both speakers, spread makes the sound into a stereo effect rather than it being mono. adding in the attenuation, you give the sound effects a range that it can be heard, getting further away from the source lowers the sound of the effect and getting closer to source brings it up in volume. This is all determined by distance predefined by the game.

Alarm Wwise Attenuation

Alarm Attenuation

Alarm Wwise Spread

Alarm spread

final game

*note* - it may be better heard with headphones to get full effect.

© 2022 Mark Japuncha Jr.
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