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
- 01
Interactive Music Structure
A reusable base layer maintains continuity, while separate Graveyard and Indoor music objects can be selected through Wwise game states.
- 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.
- 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.
- 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.
- 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.
Project Documentation
Wwise / Unity implementation notes, system breakdown, and project screenshots