The ambition of this video is to demonstrate various procedural sound design methodologies for implementing audio in an interactive environment, with the primary aim of improving the immersiveness of the experience.
This video focuses on three particular sound events: Ambience, Animation Events, Occlusion, and Obstruction. And, as part of the game audio scope, Wwise middleware is used in conjunction with C# scripting to address issues and, ideally, present solutions on these topics.
The level was created using the Unity Engine.
All the sound effects on this reel were created, edited and mixed by Afonso Padrao using a combination of Reaper, Protools, and Soundly.