Exploring adaptive audio systems, 3D spatial sound, and real-time processing for interactive media
I'm learning how to build audio systems that respond to gameplay in real-time—from Unity's audio engine to middleware like Wwise and FMOD. Combining my software engineering background with psychoacoustic principles to create immersive interactive experiences.
Demonstrating real-time procedural generation with custom music playback system, playlist handling, and runtime-adjustable audio routing in Unity.
Studying middleware integration, adaptive music systems, and interactive audio design patterns for game engines.
Exploring real-time audio analysis for visual effects integration with Unreal Engine, targeting festival visual applications.
Building custom audio managers, implementing music playback with timing feedback, and handling separate routing for music and ambient audio.
Learning HRTF implementation, distance attenuation, and reverb modeling for creating presence in 3D environments.
Exploring how audio can respond to player actions and game state changes—from subtle transitions to dynamic mixing.
Studying Wwise and FMOD workflows, event-based triggers, and parameter-driven audio behavior.
Primary game engine with C# scripting
Learning for visual effects integration
Studying adaptive audio middleware
Learning interactive audio design
Unity scripting and audio system development
Custom audio processing when needed
I'm interested in collaborating on game audio projects—whether it's implementing adaptive systems, building custom audio tools, or exploring spatial audio for VR/AR experiences.
Let's discuss how psychoacoustic audio and adaptive systems can enhance your project.
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