Week Eight
- Robert Allen
- Dec 10, 2023
- 2 min read
I started the week off by working on the Demon Fireball Sound.

I began by using a standard fireball sound to start the attack, and then I added a flanger to the sound. This adds more layers to the sound, making the fireball feel more real to the player and aiding in immersion. The actual attack follows the start of the fireball, which begins with the throw of the fireball. I used the sound of a paper ball being thrown to accomplish this, then applied an EQ to it to change the frequencies of the sound. I tweaked it until I felt comfortable with the aggressive start. Because you have been building up to that point, the impact is the most important part of any combat sound. If the impact isn't effective, the player will be dissatisfied and may lose immersion in the game. To avoid this, I started with a stock explosion sound and then added distortion to it. The use of distortion helped to make the explosion sound much larger, giving it even more impact. Following the explosion, I decided to use the sound of a pan sizzling to represent the burning that occurred as a result of the explosion's aftermath.
During this week’s meeting, we were joined by the design and programming team as it was important that they knew what they had to do to allow us to implement Wwise once the build was ready. For enemies, we informed them that the majority of the sounds were ready to be used and in order to get them working in unity, the programmers would have to have to write a line of code in to the combat and health scripts to call the corresponding events. For any of the music, they would need to implement the code whenever the new scenes are loaded. For menus, similar code would also have to be implemented whenever the player pauses the game.
When writing the events into the code, it’s important that they share the same name as the Wwise events otherwise Wwise will fail to find them within the code. To ensure the programmers know the names of each event it would be up to myself and Jack to create a confluence page stating all of the names. It was also decided that it would be Jack implementing Wwise.
With this the audio team continued working on the sounds provided on the asset list.



