
Viking Village
For my project for Interactive audio I have added audio assets to the scene of Viking Village integrating Wwise middleware with Unity Game Engine. The hard effects are sourced from different libraries and websites. Majority of the voice clips were recorded and edited by me.
For the ambience sounds there are two parts one for the day and one for the night. They are mixed using blend container and are being played accordingly to the visual representation of the part of the day. The day background is containing loop from a medieval town with people talking in the distance, chickens and bells. There are also birds sounds from a near forest. The night sounds are containing owls, dog barking and wolves.
For the character sounds there are footstep sounds being set up with switches for the different type of surface and type of movement. An armor sound as well being triggered with every step. I placed many zones when with entering of the character a phrase is being triggered for him to interact with his surroundings.
Different sound effects for the objects around the village that are emitting a sound. Those objects being for example the torches, waves on the shore and the magic statue.
For the music there are state groups. One is set up as diegetic music for the music coming from the tavern. For the non diegetic music there are three music zones. One being horizontal music meaning that approaching a set object is manipulating the levels of the different stems of the music.
The purpose of the game is for the character to collect three treasure chests hidden across the map. When picking up a chest a sound is being triggered. When all the chests are collected there is a sound indicating that the objective is accomplished.
To improve and add some individuality to the village I have imported different assets from the asset store and characters from mixamo.