2.1 Adaptive spatial audio

  • Code

    L.25881

  • Amount of hours required

    84

  • Language

    en-GB

  • Quartile of execution

    1

Assignment Adaptive Music and Sound FX

Create adaptive game music, separated into loopable stems and submixes, and integrate this into the Unity viking scene using FMOD Studio. Create a fully automated mix of the audio based on events in the game. (This means you are allowed to sample pre-existing copyrighted music, as long as you add additional, self-made stems/layers. This means you can use it as part of your own composition)

Create at least three different parameters types for music in FMOD, which you  script yourself (existing scripts are allowed) in Unity, e.g. by using distance or collisions triggers. (Do not use multiple parameters that could easily be replaced by one.) 

Create a dynamic ambience/weather system (5 layers minimum) sound effect in a separate event, and have it increase in intensity, based on in-game events. 

Create and implement audio for four different footsteps in multi-event sounds, depending on the surface your character is walking on. One set of footsteps has to be self-recorded.

Fill your level/scene with audio, to make the scene come to live.

Create reverb zones throughout the level. 

Use and implement the oculus spatialiser for 3D audio on suitable recordings. 

Competences

  • CMGT 2. Designing
  • prototyping and realizing
  • CMGT 3. Testing and rolling out
  • CMGT 5. Conceptualising
  • CMGT 6. Designing
  • CMGT 1. Technological research and analysis
  • CMGT 9. Working in a project-based way

Learning goals

The student creates well-balanced audio mixes 
The student adapts the footsteps to the surface area used
The student creates seamless loops and segments 
The student creates a dynamic weather system
The student produces a musical composition suitable to in-game events
The student implements an FMOD Studio project in Unity3D, creating an interactive audio experience based on in-game events
The student creates an immersive audio experience
The student creates custom reverb zones
The student creates immersive spatial audio

Tests

Code Name
PR Practicum
T.51693 2.1 Adaptive spatial audio