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CMP407: Audio Programming

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Module Brief: Develop an application showcasing a broad range of audio programming techniques.

The application takes the form of a Survival-Horror game where the player finds themselves inside an underground facility and must activate and escape in the lift, whilst avoiding or hiding from a monster that patrols the corridors.

The AudioKinetic Wwise sound engine and its accompanying Unity integration were used in the production of the application.

As the game takes place entirely indoors three auxiliary reverb busses were created for corridors, small rooms, and large rooms in order to give the different spaces varying acoustics. All of the audio interactions made by the monster use position-based localisation in order for the player to hear what direction it is coming from. These interactions also make use of distance-based volume attenuation that gives the player an idea of how close the monster is.

There are 3 musical pieces that the game transitions between, based on the player’s current state. Custom transitions were used to create variable changes from one piece of music to another. When the monster sees the player, the music transitions very quickly to the chase music while the monster roars. If the player enters a locker unseen or evade the monster’s vision for a period of time then the music transitions to the muted chase music, immediately if in a locker, or gradually fading in if otherwise. If the player manages to evade the monster entirely, then the music will fade back to the normal music.

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