• feedback group ducking action group for satisfying hitmarker, kill notification and combo sounds
  • dynamic mech layer on gun based on ammo percentage
  • compressor on gun for extra punchy first shot and easy on the ear consecutive shots
  • ‘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
  • impacts scalable by impact angle
  • scalable ricochets based on impact angle
  • separate footsteps layers for character and surface
  • stinger and scalable lowpass + reverb on low health

Audio is implemented using FMOD with Unity.