Project / Music & Sound
Monster Vocalizations
I built the creature’s vocalizations as dynamic sound systems in Wwise rather than relying on a single recording for each action. Every monster sound is properly spatialized, placing it at the creature’s location in the game world and applying proper effects such as reverb and diffusion. The examples here are prerecorded mixdowns of possible vocalization variations.
- Tools
- Wwise · FL Studio · Spatial audio
Gurgling
I built the monster’s gurgling vocalizations in Wwise from multiple breath, growl, grunt, gurgle, and wheeze samples. Wwise selects and combines material from those groups at runtime, constantly changing the result so the player never hears exactly the same vocalization twice.
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Roars
The roars are also generated dynamically in Wwise, using a combination of a pig squeal and a heavily edited death-metal vocal performance. The runtime system varies the source material and layering so the roars remain unpredictable instead of repeating as a single fixed sound.
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