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This Procedural Dialogue system was developed by Utilizing Unreal Engine's blueprinting system. In order to achieve a clean effect, I limited the amount of concurrent voices that the meta sound could play at once. This way, not too many letters would overlap each other when playing.

The letter sounds are chosen by reading the notification widget and transmitting which letter to set each concurrent voice to. Then, the voice is played. 

I also crafted a dynamic music system using unreal meta sounds. This system changes the gain of stems based on multiple sources in the gameplay. Object weight, player speed, and status effects all change the way the music is played.

Screen Shot 2024-04-22 at 5.55.02 PM.png

Here is a screen grab of my composition for the music for my game!

ableton logo.webp
Post Events C# Code.png

This Procedural Dialogue system was developed by crafting a Unity script that  triggers events in Wwise. Leveraging pre-existing code provided by Mix and Jam, I wrote a string-based mechanism capable of analyzing individual characters within the text and posting Wwise events. This dynamic system synchronizes with Wwise, posting events prefixed with "Play_" followed by the corresponding character.

WWise Post Events.png
Emotion Switch code 2.png

I also created a system that read the emotions used by the dialogue bubble to create animations, which triggered switch states in wwise that changed parameters to give each emotion a unique sound.

Emotion Switcher Code.png
Wwise Emotion State.png
Friend Name per Villager.PNG

In order to give each Villager a unique sound, I created a string for the villager name and added that onto my code that posts the letter "Play_" events. I created another actor-mixer in wwise with a different processed recording. This gave me two different villager sounds.

Cave Ambience Sound Cue.PNG
Trigger Boxes for each plant.PNG
Chains Sound Cue.PNG
Wind Ambience.PNG
TriggerBox Blueprint.PNG
Waterfall sound cue.PNG
Listener Focus for waterfall.PNG
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