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Roll-A-Ball-With-Audio

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.

Week 11 Reference: Music and Gameplay

  1. Download the week11-music-and-gameplay version of the project
  2. 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

Week 10 Reference: Physics of Audio in Games

  1. Download the week10-physics version of the project
  2. 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

Week 9 Reference: Digital Signal Processing & Audio Effects

  1. Download the week9-effects version of the project
  2. 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

Week 8 Reference: Interactive Music Approaches

  1. Download the week8-interactive-music version of the project
  2. 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

Week 7 Reference: Dynamically Driven Audio

  1. Download the week7-dynamically-driven-audio version of the project
  2. 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

Week 6 Reference: Middleware

  1. Download the week6-middleware version of the project
  2. You may want to look at the following files:
    • Unity:
      • Assets/Scenes/Week6_Middleware.unity
      • Assets/Scripts/Audio/PlayerAudioComponent.cs
    • Wwise:
      • CTIN406L_RollABallWithAudio_WwiseProject

Week 6 Reference: Ambience Cont.

  1. Download the week6-ambiences-cont version of the project and open Assets/Scenes/Week6_AmbienceCont.unity
  2. These scripts in Assets/Scripts/Audio may be helpful for Project 1 - Ambience:
    • RandomEmitter.cs

Week 5 Reference: Ambience

  1. Download the week5-ambiences version of the project and open Assets/Scenes/Week5_Ambience.unity
  2. These scripts in Assets/Scripts/Audio may be particularly helpful for Project 1:
    • DistanceBasedAmbienceZone.cs
    • TriggerBasedAmbienceZone.cs

Week 4 Assignment: Audio Replacement

  1. Download the week4-implementation version of the project and open Assets/Scenes/RollABallWithAudio.unity
  2. Replace all existing audio with new sound assets that you create
  3. (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
  4. Create a Windows build, zip it, and upload the zip using the form provided in class
  5. Come to class prepared to share and discuss with everyone!

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