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Shadows of The Past

An upcoming fan-made third-person action game for PC that combines deep, organic, and realistic combat in large-scale, tactical battles.

 

My job as an Audio Director consists of:

- Define the direction and create the specifications
- Organize production by identifying sound requirements (sound effects, voices, etc...) and establishing a precise schedule

- Design a unique and immersive sound identity that aligns with the game's universe.
- Integrate sound elements
- Monitor project progress and ensure quality throughout the process
- Supervise the work of audio teams

Metasounds & Blueprints

Dynamic Arrow Flyby sound

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This immersive audio system uses Blueprints to generate a realistic whizzing effect when an arrow passes near the player. The sound is dynamically modulated based on the projectile's speed using Get Velocity and Map Range Clamped, simulating a Doppler effect. Intelligent filtering prevents the sound from playing if the arrow is stationary, if it hits the player, or if it was fired by the player, avoiding unnatural audio feedback. This process enhances sound immersion in interactive environments.

Ambience System

This Metasound system centralizes and manages the entire ambiance system within a single Metasound graph, ensuring optimized and dynamic control of sound environments. Each input corresponds to a specific ambience (outdoor, indoor, cave) and is triggered in-game by Box Collisions set up in Blueprints on the map. The system utilizes MetasoundPatch and a Wave Player (stereo) to generate adaptive ambiences, with Trigger Route and InterpTo ensuring smooth transitions between environments. This dynamic system enables immersive and responsive management of sound ambiences based on the player's location.

MetaSound

MetaSoundPatch Stereo

Cave ambience trigger blueprint

The blueprint for the indoor ambience is identical, specifying "Indoor" in both the Set Trigger Parameter node and the variable.

©2021 par Simon Bouilhac. Créé avec Wix.com

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