AUDIO IMPLEMENTATION
MUSICALLY SEAMLESS
DAY/NIGHT CYCLE
Wwise Music Implementation
In-Engine Prototype Demonstration
Upon first getting into audio implementation with Wwise, I had a specific kind of project I wanted to tackle: to make a music system that could seamlessly change back and forth between two states, in this case being daytime and nighttime. The idea came from the Rito Village area in The Legend of Zelda: Breath of the Wild, so I wanted to try and see how that sort of thing could be done. Little did I know just how ambitious this project would end up being.
This project mainly features using beat-synced musical transition segments as the system's way of navigating back and forth between the two states. To add some more technical variety alongside this, though, I experimented with usage of subtracks to randomize the melodic instrument of certain sections. Check out the second video if you're curious about the details!
In-Depth Wwise Explanation (at 5:17)
SEASON CYCLES
FMOD/Unity Procedural Music System
Season Cycles is a work-in-progress personal experimentation with procedurally-generated music. Derived from Disasterpeace's January where falling snowflakes are what create the system, the goal for this project is to expand the creative scope to account for a full year-long seasonal cycle with various weather patterns and times of day that the music system will adapt to.
Season Cycles Demonstration Video
The project in its current state already pushes FMOD quite far. The main idea is that as a snowflake collides with something, it will play a note. The tricky part is figuring out what note to play. If you're interested, feel free to watch the video to the right where I explain this snowflake system in detail.
I update progress occasionally on the project's itch.io page if you'd like to check it out yourself!
Procedural FMOD Explanation