Moss: Book II Crafting a Tactile and Analog Feel in VR with Audio

게임 오디오 / VR 체험

Img1

Moss: Book II, the second installment in the Moss franchise, is an action-adventure puzzle game tailor-made for the VR platform. The game has a combination of both 3rd person and 1st person gameplay as you team up with a young mouse hero named Quill to try and save the world of Moss. While guiding Quill in combat and platforming using familiar action-adventure controls, you also take on the role of the Reader, Quill’s friend, and key ally. As the Reader, you are able to physically reach into the world and interact with things in the play space to help solve puzzles, assist in battle, and aid Quill in getting to where she needs to go. 

img2

You are also able to reach in and interact with Quill herself. You can do things like give her high fives, pet her, and charge her weapons to give her an upper hand during combat. Part of the magic of the game is the emotional bond that you build with Quill throughout the game experience. 

The Polyarc Moss II audio team consisted of three internal folk and two part-time contractors. Audio Director - Kristen Quinn (formerly Quebe), Senior Sound Designer - Sun Kim, and our Voice Director and Audio Engineer - Stephen Hodde.

Additional Sound Design contractors included Kyle Vande Slunt and Elise Kates.

Interactive Devices

Part of what makes working in VR so much fun for audio is the tactile, analog feel of reaching into the world and getting to touch and interact with different types of devices in the physical space. The two we are going to break down today is the pendulum, and a waterwheel. We also are going to show what it used to look like to set up a device in the first Moss game versus what it's like to currently set up a device in Book II. Stephen built a custom component that gives us access to commonly used events as well as data we find ourselves needing access to when building devices.

The Pendulum

img3

The pendulum is set up how a device would have been set up in Moss 1. It's all logic driven in blueprint. The pendulum is suspended from a point on the ceiling. The blue orb represents the player’s controller / reader's hand. You can reach out to grab and move the pendulum along an arc. If the pendulum is close enough, Quill can jump on the platform which can also shift based on Quill's weight. When the player releases the pendulum it will swing back and forth and eventually come to a resting point once it loses enough speed. As the Reader, you can release the pendulum at its maximum potential height, or the valley of the arc, each creating a different response from the device. You can also grab it and interrupt the movement at any point.

The pendulum emits sounds from three different locations: The pivot point up by the ceiling, the bottom platform , and the joint location just above the platform. At the platform level we play the following content in a blend container.

Swing Tension - the metal stress and pressure that is put on the device as it's moving. This is broken up into mid and low end frequency loops so that we can tune them differently
Foliage - the sound for the plants attached to the platform
Wind - resonant low air that is dispersed as the platform moves through space

img4

img5

The devices are all about feel. To get them to interact dynamically, we need to calculate both the platform speed and the current angle that the pendulum is at. To calculate from the center of the platform we take the distance it traveled divided by the time it took to get there. We then send that as an RTPC to Wwise. 

img6

Here is what calculating the angle looks like in blueprint.

img7

We have a metal creaking element that plays at the highest speed as well as the most extreme angle from the top component near the ceiling. This creates moments where the tension feels higher when it's at the farthest point of its arc.  0 = far left or right angle, and 1 = dead center.  

img8

We also have to consider all the ways the player interacts with the device. We have sounds for grabbing, releasing, and just holding the pendulum idle.

Here is example of what the pendulum ended up sounding like in game:

Waterwheel

img9

In one of the mountain levels, there is a large device you can interact with that we call the waterwheel. Once you break the rope holding it in place, it will roll down and crash into the frozen pond below. At that point, it's essentially a metal wheel that you can rotate as it floats in the water.

For Moss II we wanted to simplify the implementation for devices and create access to events as well as data that we commonly use. To accomplish this, Stephen created a unique audio device component that we could add to any device. This component gives us a handful of events, as well as RTPCs that we commonly use.  We use thresholds to control loop start stop points. The waterwheel was our first time using this new component.

img10

That gave us access to the following events:

img11

Interaction Enabled – your hand is able to interact with the device, it can get grabbed at this point
Interaction Disabled – your hand is no longer able to interact with a device, this can be while you have it grabbed ejecting the hand from the device
Touch Begin – you’ve just put your spirit hand into the interaction volume (didn't actually grab it yet) 
Touch End – you leave the interaction volume with your spirit hand
Device Grab Press – you grab the device with your hand
Device Grab Release – you let go of device with your hand
Idle Loop Start Event – triggered on begin play
Idle Stop Loop - triggered on end play
Speed Loops Start – starts playing when it exceeds RTPC threshold
Speed Loops Stop - stops playing when it drops below the RTPC threshold

We only used the idle start on this device since we wanted to have content playing when it was inactive and floating in the water as well as when the device was turning. We used the device speed to control the crossfade between idle and turning content. 

img12

When the wheel is sitting idle, there is an idle loop of water knocking up against the wheel. There is also an occasional 1 shot of hollow metal that is the sound of the wheel knocking up against the ice randomly. 

img13

As you start to turn the wheel, you get an additional loop that is the stress of the metal being grabbed, as well as additional sounds for the device turning.

Metal Scrape - sound of large metal scraping / dragging along the ice
Underwater Loop - hydrophone recordings of what the water would sound like from beneath the wheel as the wheel’s suction pulls the water below the surface
Water - 1shot - water splashes to create a more varied experience on top of the water churning loop
Turn Water Loop - sound of constant water churning

Since we had the device component output the data that we needed and give us access to events we wanted, it was a much simpler set up inside of blueprint.

Here is an example of what the waterwheel sounded like in game:

Final Thoughts

Devices play such an important role in this game. They are made believable by crafting dynamic audio systems where content changes based on device behaviors and the player’s actions in game. By creating a unique device component, we are able to save time on implementation and spend more time focusing on content. This allows for more time tuning the system. We hope this gives players an enjoyable experience that feels analog when reaching into the world and interacting with devices. Working on Moss: Book II has been an incredible experience and we feel extremely lucky to get to share it with you. Thanks so much for going on this journey with us. 

Polyarc Audio Team

Polyarc Audio Team

Polyarc was founded in 2015 to explore the energizing and momentous creative possibilities of virtual and augmented reality, and to champion a culture where deep collaboration, creative expression, and high player value are at the forefront of every innovation. In 2018 Polyarc self-published Moss, which ranks as one of the top-rated VR games of all time and has received more than 80 global industry awards and nominations. Moss: Book II, the second installment of the Moss franchise, launched in spring 2022 and builds upon the story set forth in the platinum-selling Moss. Polyarc’s team is made up of talented developers with deep experience working on well-known, AAA franchises such as Destiny, Halo, Red Dead Redemption, and Guild Wars.

hhttps://www.polyarcgames.com/

댓글

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

아우터 월드(Outer Worlds)의 사운드: 제 1부

저희 Obsidian 오디오 팀은 Wwise와 Unreal을 사용하여 아우터 월드(Outer Worlds)의 사운드, 음악, VO를 제작한 방식을 두 편의 글로 심층적으로...

8.12.2020 - 작성자: 옵시디언 엔터테인먼트 (Obsidian Entertainment)

Wwise Unity 커닝 페이퍼

Wwise Unity 통합에 대해 말해봅시다. 언제든지 참조할 수 있는 수년간 제작된 교육 자료가 꽤나 많습니다. Audiokinetic 교육 자료로 말하자면 Youtube에도...

2.2.2021 - 작성자: 매스 마라티 소노로 (MADS MARETTY SØNDERUP)

게임 사운드 보관 | 제 1부: 기본 지식

게임 업계에서 사운드 보관은 상당히 민감한 부분입니다. 데모씬과 레트로 게임에 각별한 애정이 있든, 혹은 최신 도구와 엔진으로 작업하는 사운드 전문가이든 (아니면 옛날 사운드에 푹...

9.9.2021 - 작성자: 파니 러비야르 (Fanny REBILLARD)

게임 음악은 단순히 그냥 음악이 아니다: 제 2부

게임 음악이란 무엇일까요? 상호작용 음악이란 무엇일까요? 이 질문에 답하기란 생각만큼 그리 간단하지 않습니다. 올리비에 더리비에르(Olivier Derivière)는 이 글을 통해...

27.10.2021 - 작성자: 올리비에 더리비에르 (OLIVIER DERIVIÈRE)

Wwise를 사용한 반복 재생 기반 자동차 엔진음 디자인 | 제 2부

다시 뵙게 되어 반갑습니다! 이 시리즈에서는 Wwise에서의 간단한 반복 재생 기반 자동차 엔진을 구성 및 설계를 함께 살펴보게 됩니다. 디자인을 제어하기 위해 필요한 엔진 매개...

9.5.2023 - 작성자: 아르토 코이비스토 (Arto Koivisto)

AudioLink로 떠나는 여행

지난 10월 게임사운드콘(GameSoundCon)에서 저는 호텔 근처 고급 샌드위치 가게에서 데미안(Damian)과 점심을 먹고 있었습니다. 예상하셨겠지만 저희는 오디오 기술에...

10.6.2024 - 작성자: 피터 "pdx" 드레셔 (Peter "pdx" Drescher)

다른 글

아우터 월드(Outer Worlds)의 사운드: 제 1부

저희 Obsidian 오디오 팀은 Wwise와 Unreal을 사용하여 아우터 월드(Outer Worlds)의 사운드, 음악, VO를 제작한 방식을 두 편의 글로 심층적으로...

Wwise Unity 커닝 페이퍼

Wwise Unity 통합에 대해 말해봅시다. 언제든지 참조할 수 있는 수년간 제작된 교육 자료가 꽤나 많습니다. Audiokinetic 교육 자료로 말하자면 Youtube에도...

게임 사운드 보관 | 제 1부: 기본 지식

게임 업계에서 사운드 보관은 상당히 민감한 부분입니다. 데모씬과 레트로 게임에 각별한 애정이 있든, 혹은 최신 도구와 엔진으로 작업하는 사운드 전문가이든 (아니면 옛날 사운드에 푹...