![Blind Forest UE5 Audio Based Game](https://d3stdg5so273ei.cloudfront.net/edwinmolanosabogal/2024-05-29/435945/1400xAUTO/Thumbnail_Blind_forest-edwinmolanosabogal-crop.png)
Blind Forest UE5 Audio Based Game
![Edwin Molano](https://d3stdg5so273ei.cloudfront.net/edwinmolanosabogal/2024-05-28/283865/50x50/CV_Bel-edwinmolanosabogal.jpg)
This was my exam for the Audio Implementation In-Engine course at DAE Howest. They asked us to make a game where audio would be the main mechanic driving it. I developed this game using free art assets from the Unreal Marketplace and used the Universal Production Library for the music. Do not make noise!
To create this peculiar Audio-Noise response, I created a completely dark material, and applied it to infinite extents in the world, using a post-process volume.
Then within a certain amount of time, an instance of a dynamic colour material is spawned (with the stencil settings enabled on the engine), that is expanded on circular shapes using a defined timeline rate, that when it ends destroys itself, and followed by a report noise function every time an audio file is played, so the AI of enemies are aware of it.
There are 5 different colors for noises:
Green: stealth mode/ friendly objectives.
White: footsteps of the player.
Red: Enemies.
Yellow: distracting noises for enemies.
Blue: player's voice inside the game.
To create the guiding wind system:
For the audio loop used on the wind trail that can we hear,I used a pink noise generator using Metasounds, that spawns on the back of the player and moves towards the direction of your current objective, with a small and focused spheric occlusion and long fall-off distance, to be able to locate the source.
Then I spawned a leave particle system in front of the player, and a force aiming at the current objective of the player, visually complementing the mechanic.
Everything combined gives the player a sense of where to go in this dark environment.
To enable the voice of the player inside the game, I used an audio capture component on the player blueprint, that spawns an instance of this dynamic material every time it reaches a volume threshold, followed by a report noise for the AI.
Credits for the music I used:
http://links.universalproductionmusic.com/fPoGIK
http://links.universalproductionmusic.com/i63p52
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