2.1 Adaptive spatial audio

  • Code

    T.51693

  • Credits

    3

Assignment Adaptive Music and Sound FX

Create adaptive game music seperated in loopable stems and submixes and integrate this into Unity’s 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 selfmade stems/layers. So you can use it as a part in your own composition)

Create at least three different parameters types in FMOD for the music, which you’ll script (you’re allowed to use pre existing scripts) in unity using (for example) distance or collisions triggers. (Using multiple parameters that could easily be replaced by one, does not count)

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

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

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

Create reverb zones through out the level

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

Test Form Werkstuk/Report/Bericht (W)