Breath of the Wild audio systems recreation
by using WWise audio middleware with Unity
System | Implementation |
---|---|
Dynamic footsteps | Create original foley footsteps for different materials and have WWise switches control which sound is played based on what material is being walked on (casts). Footstep audio events are tied to animations so that they play dynamically based on player speed and blend tree animation. |
Area discovery | On discovering a new location play a splash screen UI animation and corresponding sound event, only play this the first time the area is discovererd |
Piano randomization | Randomly generate music in the fields; first a beginning segment is played, then WWise loops through a 3 random containers 'calls', 'responses', 'silences/sfx' to create a random but coherent minimal musical pallete. The music fades out upon leaving the area, and if reentered within 1 minute the loop resumes from where it left off, else the sequences start from the beginning again |
Stable music | Use player position + orientation and attenuation to control audio; load and unload soundbank or enter/leaving. Upon leaving: save the time position of the track and when the player reenters the area fade in from that position to provide a sense of continuity instead of always restarting the track. |
Technical documentation coming soon!
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