Year
2020
Deliverables
Sound Design, Implementation
Features:
- dynamic mech layer on gun based on ammo percentage
- compressor on gun for extra punchy first shot and easy on the ear consecutive shots
- gunshot reflections
- speed of sound delay
- surface dependent impacts scalable by impact angle
- scalable ricochets based on impact angle
- different positional environmental impulse responses
- dynamic gun and clothing Foley based on skeletal mesh movement
- dynamic footsteps based on movement speed
- accurate positional dropped casing sounds per bounce
- random and controllable dynamic wind system, positional and moving sources of wind
- scalable inside/outside effect with transitions based on player position at entrance
- ‘ear adaptation’ master compressor allowing quiet sounds to be audible in quiet moments while keeping an accurate dynamic range in the relative volume between sounds
- performance optimizations: lowest bitrate needed per sound, not playing barely audible sounds (ear adaptation helps with this), prioritize sounds so there is only as close to one sound playing at a time as possible (turning off Foley, ambience etc. during loud sounds)
Audio is implemented using FMOD with Unreal Engine.
I used the unreal FPS demo project for the first part of the implementation, jump/land and reload sounds are from the template. However my dynamic Foley system automatically adds Foley to these actions.