Unreal Engine 4 - Audio implementation

During my time at university, I began to learn about the subject of audio implementation through a module dedicated to Game Audio. In this module, I was tasked with creating music which would interact with the player's health percentage within the Unreal Engine. The use of FMOD provided the ability to map certain musical elements with the health parameters. The instrumentation of the music would develop depending on the health percentage of the player. For example, when the player is it 100% health, the instrumentation would be limited to the percussion. it the player was at 6% health however, the instrumentation in this case would feature bass, horns and a sci-fi synth layer. The video below shows how the instrumentation was arranged within FMOD. As demonstrated below, each element of the instrumentation was mapped to certain health parameters, for example, the hi-hats and kick drum were mapped to the health percentage of 100% - 90%. My overall grade for this assignment was 68%.

 
 
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Looper - Sound effects and music rework