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BREATHING MECHANIC

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The character's breathing varies according to three intensity levels: low, medium, and high, organized within a switch. The intensity evolves based on the number of steps taken, represented by a game parameter (one unit = one step).

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A transition sound smooths the change between each intensity level using an RTPC for volume control.

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Each intensity level is a switch containing two random sound variations: inhalation and exhalation. One random sound triggers every other step.

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Similarly, recovery breathing has three intensities (low, medium, high), which change based on a separate game parameter.

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A distinct sound signals the end of the recovery phase.

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Events and Triggers

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Running Event Triggers:

  • Play the running switch

  • Increment the running game parameter by +1 per step

  • Increment the recovery game parameter by +1 per step

  • Stop the recovery switch

  • Play the transition sound

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Recovery Event Triggers:

  • Play the recovery switch

  • Stop the running switch

  • Reset the running game parameter to 0 over 0.5 seconds

  • Reset the recovery game parameter to 0 over 5 seconds (this is the duration of the character’s recovery breathing)

Both game parameters share the same values, ensuring that the recovery intensity matches the running intensity at the moment the character stops.

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Jump Scenario:

  • If the character inhales while jumping, the inhalation continues normally.

  • If the character exhales while jumping, an inhalation triggers.

  • Upon landing, the running cycle resumes with an exhalation.

Intensité.jpg
Switch.jpg
RTPC.jpg
Reprise Int.jpg

©2021 par Simon Bouilhac. Créé avec Wix.com

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