Roll-A-Ball, now with sound! For USC course CTIN 406L: Sound Design for Games.
Based on Unity's Roll-A-Ball tutorial, adapting the completed project files and adding newly implemented audio.
- Download the
week11-music-and-gameplay
version of the project - You may want to look at the following files:
- Unity:
- Assets/Scenes/Week11_MusicAndGameplay.unity
- Assets/Scripts/Gameplay/NonPlayerBall.cs
- Assets/Scripts/Audio/BallAudioComponent.cs
- Unity:
- Download the
week10-physics
version of the project - You may want to look at the following files:
- Unity:
- Assets/Scenes/Week10_Physics.unity
- Assets/Scripts/Gameplay/Interactable.cs
- Wwise:
- CTIN406L_RollABallWithAudio_WwiseProject
- In \Master-Mixer Hierarchy\Default Work Unit\Master Audio Bus\RVB:
- RVB_EarlyReflections
- RVB_Room
- \Interactive Music Hierarchy\Default Work Unit\MUS_BGM_Interactive
- In \Master-Mixer Hierarchy\Default Work Unit\Master Audio Bus\RVB:
- CTIN406L_RollABallWithAudio_WwiseProject
- Unity:
- Download the
week9-effects
version of the project - You may want to look at the following files:
- Unity:
- Assets/Scenes/Week9_Effects.unity
- Assets/Scripts/Gameplay/Helmet.cs
- Assets/Scripts/Audio/HelmetAudioComponent.cs
- Wwise:
- CTIN406L_RollABallWithAudio_WwiseProject
- Effects on AMB, MUS, SFX buses in the Master-Mixer Hierarchy
- \Effects\Default Work Unit\FX_HelmetDistortion
- CTIN406L_RollABallWithAudio_WwiseProject
- Unity:
- Download the
week8-interactive-music
version of the project - You may want to look at the following files:
- Unity:
- Assets/Scenes/Week8_InteractiveMusic.unity
- Assets/Scripts/Audio/PlayerMovementAudioComponent.cs
- Assets/Scripts/Audio/BallAudioComponent.cs
- Wwise:
- CTIN406L_RollABallWithAudio_WwiseProject
- \Interactive Music Hierarchy\Default Work Unit\MUS_BGM_Interactive
- CTIN406L_RollABallWithAudio_WwiseProject
- Unity:
- Download the
week7-dynamically-driven-audio
version of the project - The following may be helpful for Project 2 - Footsteps:
- Unity:
- Assets/Scripts/Audio/PlayerFootstepAudioComponent.cs
- Assets/Scripts/Audio/TimerBasedFootstepAudioTrigger.cs
- Assets/Scenes/Week7_Footsteps_FirstPerson.unity
- Assets/Scenes/Week7_Footsteps_ThirdPerson.unity
- Wwise (project at CTIN406L_RollABallWithAudio_WwiseProject):
- \Actor-Mixer Hierarchy\Default Work Unit\FLY\FLY_Footstep
- Unity:
- Download the
week6-middleware
version of the project - You may want to look at the following files:
- Unity:
- Assets/Scenes/Week6_Middleware.unity
- Assets/Scripts/Audio/PlayerAudioComponent.cs
- Wwise:
- CTIN406L_RollABallWithAudio_WwiseProject
- Unity:
- Download the
week6-ambiences-cont
version of the project and open Assets/Scenes/Week6_AmbienceCont.unity - These scripts in Assets/Scripts/Audio may be helpful for Project 1 - Ambience:
- RandomEmitter.cs
- Download the
week5-ambiences
version of the project and open Assets/Scenes/Week5_Ambience.unity - These scripts in Assets/Scripts/Audio may be particularly helpful for Project 1:
- DistanceBasedAmbienceZone.cs
- TriggerBasedAmbienceZone.cs
- Download the
week4-implementation
version of the project and open Assets/Scenes/RollABallWithAudio.unity - Replace all existing audio with new sound assets that you create
- (Optional) Implement new audio where there previously was none
- Some ideas:
- VO for each pickup that matches the current pickup count
- A third sound zone with new looping ambience
- Fading out the music once the player wins
- Some ideas:
- Create a Windows build, zip it, and upload the zip using the form provided in class
- Come to class prepared to share and discuss with everyone!