A 2.5D action-platformer built in Unity with a fully authored Wwise audio pipeline — RTPC-driven adaptive music, surface-based acoustic switching, spatial reverb zones, and psychoacoustic ability design. The anchor piece for game audio and interactive systems work.
Level 1 — Rock Golem boss encounter at the resonance gate
Sound-reactive shader graph — pulse, opacity & dither driven by audio
Echo Pulse ability — Wwise events & RTPC bindings
RTPC parameters — the shared bridge between gameplay, music & shaders
Wwise event hierarchy — enemies, environment, abilities, UI
Native Unity audio can't handle per-zone profiling or music segment branching at production quality. Wwise gives full authoring control and is the industry standard for shipped games.
A dedicated AudioManager singleton handles all AkSoundEngine calls, RTPC updates, and state machine transitions — keeping audio logic out of individual gameplay scripts.
Each of the three levels loads its own SoundBank asynchronously at scene load to keep memory footprint predictable across builds.
Ability sounds are parameterised — charge level, range, and collision type feed into the Wwise event as RTPCs and switches so the same event produces contextually different results.
The acoustic decisions in Mystic Realms are grounded in auditory perception research, not just game audio convention. Surface materials are tuned to critical-band masking curves so footstep clicks don't compete with the music mid-range. Ability sounds use psychoacoustic brightness mapping — high-frequency transients signal immediate danger while sub-frequency presence signals power accumulation, exploiting the ear's natural hazard-detection response. Reverb tails are calibrated to just-noticeable-difference thresholds so zone transitions feel continuous rather than abrupt.
Footstep and ambient layers sit in separate critical bands to prevent perceptual cancellation under music.
RTPC music intensity follows equal-loudness contour adjustments — perceived danger escalation matches actual dB change.
Zone reverb transitions are authored within just-noticeable-difference ranges so acoustic context shifts feel natural.
If you're a game developer looking for a Wwise-experienced audio programmer, or a studio curious about perception-led audio design — reach out.