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Unity + Wwise Implementation Demo Reel
In this demo reel, I showcase my workflow for implementing interactive audio in Unity using Wwise.
The project is based on Unity’s First Person Sample Project and is divided into three main systems:
🔹 Footsteps & Surface Switching
A dynamic footstep system using Wwise Random Containers, with material-based switching between dirt and concrete. Includes pitch and timing randomization for natural variation, and trigger-based transitions in Unity.
🔹 Adaptive Reverb Zones
A spatial reverb system using Game-Defined Auxiliary Sends and AkEnvironment components. The reverb responds to different environments (interior vs exterior), enhancing immersion. Additional processing (flanger) is used to emphasize tight reflective spaces.
🔹 Attenuation, Obstruction & Occlusion
A 3D positioned sound source (bird loop) demonstrating distance-based attenuation, low-pass filtering, and real-time occlusion. Includes a custom debug visualization tool (“Wwise Occlusion Cinematic”) to illustrate sound propagation and obstruction behavior.
💻 Tools used:
Unity · Wwise · C# scripting
00:00 - Introduction
00:39 - Footsteps & Switches
02:00 - Reverb Zones
03:10 - Attenuation & Occlusion
📩 Links:
https://www.balado.xyz
.
https://linktr.ee/b_l_d
Видео Unity + Wwise Implementation Demo Reel канала BALADO
The project is based on Unity’s First Person Sample Project and is divided into three main systems:
🔹 Footsteps & Surface Switching
A dynamic footstep system using Wwise Random Containers, with material-based switching between dirt and concrete. Includes pitch and timing randomization for natural variation, and trigger-based transitions in Unity.
🔹 Adaptive Reverb Zones
A spatial reverb system using Game-Defined Auxiliary Sends and AkEnvironment components. The reverb responds to different environments (interior vs exterior), enhancing immersion. Additional processing (flanger) is used to emphasize tight reflective spaces.
🔹 Attenuation, Obstruction & Occlusion
A 3D positioned sound source (bird loop) demonstrating distance-based attenuation, low-pass filtering, and real-time occlusion. Includes a custom debug visualization tool (“Wwise Occlusion Cinematic”) to illustrate sound propagation and obstruction behavior.
💻 Tools used:
Unity · Wwise · C# scripting
00:00 - Introduction
00:39 - Footsteps & Switches
02:00 - Reverb Zones
03:10 - Attenuation & Occlusion
📩 Links:
https://www.balado.xyz
.
https://linktr.ee/b_l_d
Видео Unity + Wwise Implementation Demo Reel канала BALADO
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Информация о видео
29 апреля 2026 г. 13:25:28
00:05:03
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