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EXP / 002

Graveyard and Nature

Interactive Game Audio Study

Project Overview

Graveyard and Nature is a small interactive-audio study built inside an existing Unity environment. It explores a clear Wwise structure in which ambience, footsteps, and music respond to player movement and location through randomized playback, distance attenuation, and trigger-controlled music states.

My Role

Sound Design / Audio Implementation

My contribution is the sound design, audio-system organization, and Wwise-to-Unity implementation. The Unity environment is an existing testing context; the work presented here is the responsive audio system rather than the creation of the visual game environment.

System Breakdown

  1. 01

    Interactive Music Structure

    A reusable base layer maintains continuity, while separate Graveyard and Indoor music objects can be selected through Wwise game states.

  2. 02

    Footstep Variation

    Outdoor footsteps use an equally weighted Random Container with multiple samples and Avoid repeating last enabled. Indoor and outdoor groups remain separate for later expansion.

  3. 03

    Spatial Attenuation

    The campfire is implemented as a localized 3D source whose volume decreases across a limited range, with a maximum distance of 6 Unity units.

  4. 04

    Trigger-Based State Changes

    Unity trigger volumes connect scene locations to Wwise States. Entering the graveyard selects Music / graveyard; leaving it restores Music / default.

  5. 05

    Base Layer Score

    Countryside documents the reusable musical base layer as a ten-page orchestral score for winds, harp, and strings.

    View score ↗

Implementation

Unity trigger volumes translate player location into Wwise music states, while Wwise manages randomized footstep playback and localized 3D ambience.

Existing Unity EnvironmentPlayer Enters / Exits TriggerWwise Music StateScene Audio Response

Project Documentation

Wwise / Unity implementation notes, system breakdown, and project screenshots