Independent Project
Roles: Composer & Audio Designer, Programmer, Artist
1 Month
Music: Composed a heavy, Doom-inspired soundtrack in Reaper, featuring a guitar-driven main riff, bass, drums, and a bari sax solo loosely inspired by Here and Now (The Ernies).
Sound Design: Recorded and designed original Foley, including metal impacts and scraping for a pizza slicer weapon.
Created a custom ketchup-gun effect using vocal recordings and Audacity's audio effects.
Implementation: Edited Foley recordings with reverb and pitch shifting in Audacity, then integrated the soundtrack and
sound effects into the game using Unity's built-in audio system.
Reaper - Music composition and production
MT-Power Kit 2 - Drum instrumentation
Ample Bass P Lite - Bass instrumentation
Saxophia - Saxophone instrumentation
MonsterDAW Monster Guitar - Guitar instrumentation
Audacity - Foley editing and sound design
Unity Audio - Audio implementation
For this project, I figured it would be a lot easier to manage the background on it's own Game Object, rather on the Audio Manager. Unity's Audio Source allows for more customization compared to the Sound Script.
The audio manager script handles all the audio for the project. The individual sounds are held in an array, and then references the Sound script for the specific settings of that sound (volume, pitch, looping, etc.). The audio manager is set as a static instance, which allows any script in the scene to reference the object and call specific sounds.
The Sound Script is a special class that handles the settings for each sound effect. This is what the Audio Manager references when you add a new sound to the array. For this project, the only settings I needed were the audio clip, the volume, the pitch, and whether or not the audio could loop.
This is what the Audio Manager looks like in the Unity Editor. The scripts above allow for easy and quick implementation in the editor.