Bram Demey
Audio Implementation
Bram Demey
Audio Implementation
A game with fully implemented audio with my own sound design, the music is from a library.
The implementation has the following features
Multiple variations, repetitions limits and in-engine SFX creation using my custom Multilayered Audio Object.
Crossfading inside and outside ambiences
Footstep SFX based on materials
Mixer changes based on location and gameplay (in or out of water, HP amount, ammo amount...)
Enemy SFX changes based on occlusion (volume + lowpass)
Directional audio (satellite sound changes depending on facing the player or not)
Seamless music transitions
UI SFX + functional volume settings
Using Wwise to implement the audio for the Ellen game. This project uses Game Syncs to link audio to the gameplay, sharesets for reusable attenuations and conversion settings to keep it as optimized as possible.
A game we made with a team of 10 people for the 2 day Xbox Game Camp Game Jam with fully implemented audio working together with a sound designer (Žiga Lozar) and a composer (Eliot Desmet).
We won first place inside the friendslop category and 3rd place in the minesweeper category. We were also placed 3rd in the community award.
The implementation has the following features
Multiple variations, repetitions using my custom Multilayered Audio Object.
Adaptive music, using the vertical approach.
Stems get added/removed based on gamestate
UI SFX
Start and end screen music