This element works as an envelope follower and allows its gain analysis to be assigned to an RTPC. This saved them from animating hours of visuals synchronized with the music, and made it possible to meet tight deadlines when new levels were added. Along with the rest of the audio team, I looked for ways to send information back to Unity game engine so technical artists could hook up to an RTPC value that would work dynamically for each song in real time. Other rhythmic visual elements dance on the stage in the background, reacting to audio frequencies. For example, the Matrix (the space on which the game is played) glows with varying intensity, marking the beat like a metronome. There are many visual aids that help users follow the beat, most of them driven by the basic sync beat Callback. VFX Responsivenessįor each level of our beloved game, there is a soundtrack curated from a list of several artists and tempos. If the input is acceptable, then a positive sound effect or musical stinger that harmonizes with the specified song is played otherwise, it triggers a negative state and the corresponding “not rewarding” SFX. It’s important to note that there’s a window of time during which a user’s input can be considered "not great, but close enough to the grid". This is done using the following AkCallbackTypes: AkCallbackType.AK_MusicSyncBeat, AkCallbackType.AK_MusicSyncBar and AkCallbackType.AK_EnableGetMusicPlayPosition. Then, these are compared to the user input to determine whether a tetromino move was made on the beat or not. This task was taking too many development resources, but everything started falling into place once we integrated Wwise.įirst, a series of Callbacks is sent from Wwise and caught by a script. One of the challenges was having a musical grid to determine the accuracy of all inputs and control animation events musically.
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