Wwise Tour 2016 - Playdead INSIDE (2 of 3) - Voice
Game: Inside
Wwise Tour 2016, Warsaw, Poland. Inside by Playdead. Presented by Martin Stig Andersen, Composer & Sound Designer at Playdead and Jakob Schmid, Audio Programmer at Playdead. Wwise by Audiokinetic. https://www.audiokinetic.com/
Schmid presents the “Voice Sequencer” which he scripted in Unity using Wwise’s callbacks that use two modes:
Continuous mode
Rhythmic Breathing
A case study on the character’s breathing is presented by Schmid and Anderson. Conceptually, the idea behind the breathing was that it needed to reflect the character’s exhaustion level, movement, environment and emotions, all while ensuring that utmost realism was maintained no matter how the player chooses to manipulate the character. From a Wwise perspective, they used RTPC curves, Switches, States and Side-chaining to make this system dynamic while remaining natural.
Beyond demonstrating how natural the character’s breathing actually sounds, Schmid shares how he took inspiration from DJs and their beat matching techniques and performances. By aligning the frequency and phase of the character’s footsteps and breathing, they would be able to dynamically transform the ambiance of the entire game. Finally, the presentation of the system as implemented in Unity reveals exactly how this was implemented, and it is certainly a source of inspiration for any productions interested in establishing a strong connection between players and characters.