sound designer
on
My tasks
Sound Design FMOD Integration
Sound design
Work In Progress ! I'm currently working on this Portfolio Page, so it may not be extremely exhaustive nor illustrated.
I'm in charge for Swift's Sound Design. Our games needs a lot of different feedback, both juicy and indicative. Since our visuals are vibrant and constantly moving, the game's sound is an essential feedback element, both for practical reasons, like localizing an enemy, and for transmiting our game's intentions of constant game feel, like thrilling, deep SFX following powerful actions (Parry, Orb Capture...). Here's an example of our prototype's SFX (0:00 to 2:36)
Integration
I integrated our Sounds & Music via FMOD & homemade scripts !
I made an AudioManager , using our Programmer's scriptable objects to instantiate and reuse FMOD events.
Certain sounds, like our Thrill Power, have sound effects with varying parameters (i.e, heartbeat speed). The closer the enemy is, the faster the heartbeat goes !
FMOD
I used FMOD to create Event Instances, one for each main feedbacked action (Controller, Power), along with voicelines or environnment SFX (ambience, scoring sound, etc.).
Each Event has parameters and send to return buses letting me change their mixing depending on if the sound comes from an enemy's, from a flagbearer, etc. , thus deepening our feedback range.
VOICELINES
Each Voiceline got multiple parameters :
The equipped Role, Voice Type (M or F), Team, Distance...
That way, I can change th voiceline's audio file, pitch, and distance attenuation depending on these parameters, to ensure they're all audible at the right time and place (fitting their importance) and all sound unique and recognizable.
You can hear the game's Sound Design with integrated SFX, Voicelines and Music after 8 months on this video.
Softs used
Unity (C#)
Integration, Scripting
(AudioManager, Contextual SFX)
Audacity (a bit) & FL Studio 20
FMOD
SFX creation & mixing
Music mixing
Audio Integration, in-engine mixing
Events & Snapshots integration