Wwise/Unreal Basic FPS Audio
I spent some time practicing Wwise-Audio implementation within Unreal Engine, making use of their Blueprint systems. This is the result of Round 1, mainly focused in creating the necessary events and hooks.
It may not sound like much, but there are some cool things going on:
Footstep, Jump and Jump Land sounds were all created from 3 footstep samples.
The projectile bounce and metal box bounce are making use of RTPCs linked to the velocity of the object, this transforms the sound accordingly when it only bounces a small amount.
Music is dynamic and additional layers are added when the player is moving. Additionally, the music is made up of a number of different melodic and harmonic loops which are randomly played back, this allows for an exponential amount of variations before a player starts to hear the same combinations of loops.
Ambient audio and basic spatialisation + reverb volumes finish things off.
More polish and additional functionality to follow soon...