• giuseppe palazzo, sound designer, audiokinetik, Wwise, non-linear, sound design, interactive music, adaptive music, middleware, audio engine, unreal, unity, game engine

Sound and music for video game is non-linear. Typically a game project requires two tasks to be completed: sounds must be designed in a DAW and a sound engine (middleware) must be programmed so that those sounds can be incorporated into the game’s interactive environment. The dialogue between an game engine and an middleware sound engine allows the sound and music to interact with the story of the game, with few tracks and an important saving of computational resources making the user experience involving and overwhelming

Layered approach is used for the composition. Music will be re-orchestrated every X bars in real time in a really high number of combinations creating a dynamic game with few tracks and an important saving of computational resources.

The behavior of tracks is managed in Wwise than is integrated like plugin in UE4 and in play mode music does exactly what has been planned.

Create a dynamic score that can react to the player’s actions and changes to various circumstances in the game with re-sequencing (sequential approach), switching and transition systems, dynamic music mixing for making the UX involving and overwhelming.

In this video I explain how I made the sound effects and foley for Bash Box game

SOFTWARE & HARDWARE DESIGN
Synthesis: granular subtractive designed with Siel Cruise oscillator, digital noise and wave
Foley & field rec: Zoom H1, SE Electronics 2200a, Samson C01
Editing: Izotope RX 5, Logic Pro X
Game scoring: Logic Pro X as DAW and many work tools, realistic and virtual instruments
Mixing: mix in the box whit Logic Pro X
Audio engine: Wwise
Game engine: Unity

HRTF is acrconimon of the a head-related transfer function. It’s a response that characterizes how an ear receives a sound from a point in the space

Knowing physical laws to design the sound of any object that moves in space is very important, especially in sound design for video game where new virtual reality technologies are developing to make the user’s experience more immersive

I made this test by grabbing a video from a Youtuber and replacing the audio track. Volume, pan, filter, and reverb reflection automations have been designed with Logic Pro X

Use headphone for listen and enjoy a really UX