Week 12 (6th - 13th Apr) - Wwise & Sound Design! 🎶
This week I spent time finishing off levels 4 & 5, in addition to incorporating more sounds and overall polish! I have decided to scrap plans for releasing a Pre-Alpha, due to the game not being in a viable state for release 🤦♂️.
I was fortunate enough to have help regarding the scene transition bug, but I soon ran into another hurdle I need to jump over to have a successful Alpha. I need to figure out a way to have persistent scenes within Unity. There is a lot of of backtracking in The Forsaken Ruins and so I need the levels to save object positions, puzzle states and much more upon player exit. I believe when I have figured out a way to incorporate this, it will be smooth sailing to the Alpha!
I wanted to take this blog post to talk about sound design, more specifically how I use Wwise (audio plug-in) within my game. Below is the Week 12 Development Vlog, where I go over my setup for the project and implementing sounds such as monster grunts & collisions.
I will endeavour to work hard this week as the play-testing phase begins in a week! I am excited to play-test peer work as their projects are looking insane! Self-isolation is tough and these are even rougher times, so I hope I can be proud of the Alpha I put out.
Below are some screenshots (taken from the Week 12 Development Vlog) showcasing the setup for positional audio in Wwise and how you can even use sound events in the inspector in Unity.
In my opinion, I prefer using Unreal and Wwise together, rather then Unity and Wwise (not saying the latter partnership is worse). There seems to be more tutorials for Unreal and Wwise, and I have trouble finding certain Wwise methods in C#. Although, I have just started to use it in Unity 😂.
Next weeks blog post will be about the Alpha build I’m sure! Until then, take it easy, stay blessed and I’ll see you next week! Cheers! 😎🙌













