Stoneman's Adventure
Demo Video
Video edited by Richard
What is Wwise?
Wwise is an audio middleware, which works with game engines like Unreal and Unity. It is a cross-platform sound engine, providing tools for sound designers to better handle all the audio sources.
What did I do with Wwise?
When I first play this game, I found sometimes I will stuck in a level for a while, and listening to the same background music and sound effects was quite distracting and tiring. So I tried to solve these two problems with Wwise.
For background music, the composer wrote the music in small segments, and I used Wwise to control them to be played in a controlled random order. So the music is not the each time it plays.
For sound effects, Wwise can make the sound effects play in different pitches each time, that small variation makes it sounds more natural.
Examples
Interactive Background Music
The composer wrote 3 sections, A, B, and C. The music could start from A or B but not C; C could be played after both A and B; A couldn't be played after B; A and C could be played once or twice, but B + C could only be played once. I used Wwise to achieve this complex logic.
By doing so, it prevents players be tired of listening to the same beginning section of the music again and again, but rather, players will hear a different section every time they enter a new level.
Interactive Sound Effects
There are 5 different sound effects made for the sound of creating stone, all of them are in the audio event. Each time this event is being called, one of the 5 sound effects will be played.
I also added a randomizer of pitch to the event, so Wwise will alter the pitch every time this sound effect is played, creating more variations for it, making the sounds more natural, not just repeating the same sound effect.
Implement Wwise into Unity
Adding Wwise events to the game object in Unity
Creating prefabs for all audio sources, when creating new levels, the level designer can use them easily