Digital Audio Unity Integration
- Carlos Peña
- Sebastià López
- Main goal: Add background music to the Title Screen scene (WAG_TitleScreen_V1.wav)
- Secondary goal level HERO: try to cut the loop between seconds 0:06 to 1:22
- Secondary goal level GOD: try to keep the 0:06 pre-entry
- Main goal: add the background music to the Credits scene with a correct loop Music_Forest_Mix.wav, pre-exit position 0:16.
- Secondary goal level HERO: fade out music before exiting scene
- Main goal: add background music to the game (Main Scene) You can use the Music_Forest_Mix.wav loop.
- Secondary goal level HERO: add the different background music loops to the different ambiences (check assets and pre-entry/post-exit points in the Wwise project)
- Secondary goal level GOD: alternate day and night music loops
- Main goal: Add most main character sounds (footsteps, attack with selected weapon, casting spells and pick items) See AdventuressAnimationEventHandler.cs, Weapon.cs, DefaultSpellcraft.cs, Pickup.cs & CoinPickup.cs
- Secondary goal level HERO: randomize footstep sounds
- Secondary goal level HERO: take floor surface into account in footstep sounds (see SoundMaterial.cs & PlayerManager.cs)
- Secondary goal level GOD: change footsteps volume and assets depending on main character’s speed
- Main goal: Add Evil Head sounds (EvilHeadAI.cs)
- Main goal: Add Evil Plant sounds (EvilSpitPlantAI.cs & EvilSpitPlantProjectile.cs)
- Main goal: Add Wwizard sounds (WwizardAI.cs & WwizardStaffChargeParticles.cs)
- Main goal: Add ambience sound loops
- Main goal: Add sound sources to scenes: torchs, lava, windmill, river, waterdrops, birds, waterfall.
- Main goal: Add the teleporter sound at the options screen (WorldTeleporter.cs)
- Secondary goal level HERO/GOD: Add reverb zones where required (Cave, Dungeon, Library, Forge, Core)
- Main goal: add inventory sounds (Inventory.cs)
- Main goal: add menu sounds (Menu.cs)
- Main goal: add quest evolution related sounds (QuestGiver.cs y QuestManager.cs)
- Main goal: Create a mixer and add functionality to the music and general audio sliders in the options screen
- Secondary goal level HERO: create an appropriate mixer hierarchy