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The Courtyard

This is my 2021 Intermediate Interactive Audio Assignment Project. It features the Unity Technologies level ‘The Courtyard’ and features other free assets from the Unity Asset Store. In this assignment I was tasked with replacing all the audio in this level and creating an immersive experience for the player using the audio middleware Wwise by AudioKinnetic. 

 

This task was broken down into 4 sections, sourcing audio (see below for Creative Commons crediting), editing in ProTools, Wwise editing and unity integration. For the first section I used the online Creative Commons resource freesound.org and also used midi instruments to acquire my sounds for the level. Once I had these it was time to tidy them up in Avid’s ProTools. This was a quick process mainly involving EQ high and Low Pass Filters.  

 

I started importing sounds into the Wwise session. I first created Work Units I would need on the project then I created States and switches I would need to make the level interactive. Next I created all my Actor-Mixer objects like blend and random containers for my ambiences. I also created any attenuations or custom blend tracks I would need to sync to the unity level.  

I then tested my sounds using the soundcaster. After this I placed in my music and associated it with the relevant RTPC or State that I wanted to use it for.  

 

Once I was satisfied with my work, I created all my soundbanks. I could then move into Unity. 

 

 

The first step was to integrate Wwise its self into the unity project and then disable any unity based audio listeners or emitters. Once this was done I began inputting my events using AudioKinnetic (AK…) scripts like AKAmbient or AKState. Once theses were in place I used scripts provided in class to enhance the experience by adding a dialogue triggered pop up with the mission objective. I then modified this script to give sound to objects in the level that couldn’t use simpler AkAmbient scripts with onTriggerEnter set as the activate condition as there are aspects that move around this level on their own which interfered with the script triggering the event upon level launch.  

 

I then worked upon my music level adding containers to activate my states for the the vertical music system using the AKState script. I also then set up my horizontal music system. This utilised the same distance to checkpoint script from class as the attenuation used in the previous level for the scary crate object, however, each instance required a new script with a new public identifier as using the same script more than once lead to crashes.  

 

After this all that was left was to tidy up and areas I felt could be improved then I created the above video for your enjoyment.  

 

Sound Sources 
CC0 - Creative Commons 0 
CCBY Creative Commons Attribution  
Na - Self Created

Desert Ambience  

Sound Required 

Sound Chosen 

Sound Creator 

Sound Location 

Copyright 

Sand blowing  

Sandfall1.wav 

Wagna 

CC0 

Wind 

wind-noise.wav 

jorge0000 

CC0 

Hawk in distance  

Hawk.wav & red-tailed-hawk.wav 

UncleSigmund & 1888software 

CC0 

Crickets  

Cricket in the desert (close recording) 

Felix.blume 

CC0 

 

Character sounds  

Sound Required 

Sound Chosen 

Sound Creator 

Sound Location 

Copyright 

Walk & Run - Sand 

Footsteps on sand and gravel 

Fthgurdy 

https://Freesound.org/people/fthgurdy/sounds/528948 

CC0 

Walk & Run - Water 

R10-46-Running in Water.wav & 

Water_Footsteps.wav 

Craigsmith & D001447733 

CC0 & CCBY 

Walk & Run - Stone 

Footsteps Different Variations Street 2 

Rudmer_Rotteveel 

https://Freesound.org/people/Rudmer_Rotteveel/sounds/316919 

CC0 

Heartbeat - bpianoholic (CC0) simple-heartbeat.wav 

 

Simple-heartbeat.wav 

Bpianoholic 

 

Jump 

Jumps start.wav 

BehanSean 

CC0 

Land 

Land3.wav 

Deleted_user_10023915 

CC0 

 

 

 

 

 

 

 

NPC 

Sound Required 

Sound Chosen 

Sound Creator 

Sound Location 

Copyright 

Voice 

Vocalisation 

Self 

Local 

Na 

 

 

 

 

Music 

 

Sound Required 

Sound Chosen 

Sound Creator 

Sound Location 

Copyright 

Horizontal Stem 1 

Midi track  

Self  

Local  

Na 

Horizontal Stem 2 

Midi track  

Self  

Local  

Na 

Horizontal stem 3 

Midi track  

Self  

Local  

Na 

Vertical Stem 1 

Midi track  

Self  

Local  

Na 

Vertical Stem 2 

Midi track  

Self  

Local  

Na 

Vertical Stem 3 

Midi track  

Self  

Local  

Na 

 

  

SFX  

Sound Required 

Sound Chosen 

Sound Creator 

Sound Location 

Copyright 

Coin Pick-up  

Coin Pick up/Fall 

Cedimedi  

CC0 

Lightbulbs 

Fluorescent Lightbulb Hum.aif 

ftpalad 

CC0 

Generator  

Generator.wav 

Yin_Yang_Jake007 

CC0 

 

 

 

 

 

 

 Project Images 

























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