This is a Wwise Project which demonstrates a sophisticated interactive music system which has unique game states for Quest, Combat, and Dungeon with intelligent and musical transitions from one state to the next. It also has real-time parameters to effect the music based on Dungeon Depth, Player Health, and Overworld Quest or Village exploration. (Open the Soundcaster Music Session to explore!)
This screeshot details a custom sound matrix I built in our legacy audio engine (before FMOD). On Shrek The Third, one particular level had over 30 destructible boxes that required sounds. Given the memory limitations of the PSP, I couldn’t have a unique sound for each, so I needed a crafty way of increasing variation. At the time, the only way we could randomly choose between a set of given samples for animated FX was to use a complex system of animation graphs and random number generators through our Maya wiring system. With this in mind, I set about creating a system that would maximize variation while minimizing memory footprint. The result was this system which takes 4 samples and randomly selects between the attack of one sample and the release of another sample, crossfade mixing the result.
This is a custom LUA functions script I wrote for Wolverine. It demonstrates some random and true/false LUA functions that tied into our proprietary character animation sound system.
A young man takes a stroll in the forest when strange things begin to occur. He comes across a small cabin and hears strange sounds emanating from within. Against his better judgement, he goes to investigate…