Wwise Tour 2016 - Playdead INSIDE (2 of 3) - Voice

Game: Inside

Wwise Tour 2016, Warsaw, Poland. Inside by Playdead. Presented by Martin Stig Andersen, Composer & Sound Designer at Playdead and Jakob Schmid, Audio Programmer at Playdead. Wwise by Audiokinetic. https://www.audiokinetic.com/

Schmid presents the “Voice Sequencer” which he scripted in Unity using Wwise’s callbacks that use two modes:

Continuous mode
Rhythmic Breathing
A case study on the character’s breathing is presented by Schmid and Anderson. Conceptually, the idea behind the breathing was that it needed to reflect the character’s exhaustion level, movement, environment and emotions, all while ensuring that utmost realism was maintained no matter how the player chooses to manipulate the character. From a Wwise perspective, they used RTPC curves, Switches, States and Side-chaining to make this system dynamic while remaining natural.

Beyond demonstrating how natural the character’s breathing actually sounds, Schmid shares how he took inspiration from DJs and their beat matching techniques and performances. By aligning the frequency and phase of the character’s footsteps and breathing, they would be able to dynamically transform the ambiance of the entire game. Finally, the presentation of the system as implemented in Unity reveals exactly how this was implemented, and it is certainly a source of inspiration for any productions interested in establishing a strong connection between players and characters.

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Wwise Tour 2016 - Playdead INSIDE (3 of 3) - Scene Change

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Wwise Tour 2016 - Playdead INSIDE (3 of 3) - Scene Change

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Wwise Tour

毎年さまざまな都市て行われるこのイベントでゲーム開発の専門家、とりわけゲームオーディオのプロ達が一堂に集まりお互いに教え教わりながら、突出した協力体制を組んだゲームオーディオチームからクリエイティブな考え方や経験を習得しています。

次回のWwise Tour開催案内を希望します。