AKCelesteDemo
Introduction
This is a sound design experimental project based on MixAndJam's CelesteMovementDemo, sound authoring with Audiokinetic's audio middleware Wwise, all sounds are created in a Synth-Based way, more than half of the sounds are done with SynthOne as the sound source.
The Original Youtube video link - https://youtu.be/STyY26a_dPY
Usage
Since this experimental project was designed in a very "audio-based" way, after downloading and unzipping, please press generate Soundbanks button in Wwise Picker, otherwise the game will not work properly.
Sound Features
Time Freeze state
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Tried to implement some of Quantum Break's sound design in this small-scale project, introducd slow motion, time standstill, and more.
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Reverse-able dymamic music
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It is also a tribute to Quantum Break, referencing the time travel music design.
Dash
- Dash triggers slow motion, affects music playback speed, and drives the Bitcrusher effects on the ambient sound and music buses.
Jump
Falling
- Triggers the sound generated by the air friction between the falling character and the air by determining whether the character's falling speed reaches a certain value.
Random voice for the idle state
- In order to give the robot character a more organic feel through sound, a few tricks were used to create rich and varied speech and to use that speech to influence visual representation
Custom bitcrusher plugin
- Simple Bitcrusher effect plug-in made with PureData+Heavy, Win64 and x86 versions of the plug-in are included in the project.