Adaptive Environment Audio System (Wwise + Unity)
Imagine you enter a damp, silent cave. Water drips somewhere in the dark. Rocks shift above you. Something deeper inside lets out a low, distant growl.
Your walkie-talkie crackles. The signal isn’t stable anymore.
As you move forward, you notice something unusual
— a hidden doorway,
almost swallowed by the rock.
You step through.
The cave disappears.
Broken glass. Flickering lights. A system waking up.
An abandoned lab — and it knows you’re here...
System and implementation
All audio assets in this project were created by me, with voice acting performed by Tommy X. Wu.
I first built the system in Wwise, where I designed the overall audio structure, and then integrated it into Unity. I set up RTPCs for elements like the monster rumble, alarm and the layer of music, so that their intensity increases as the environment becomes more tense.
I also placed the monster and alarm sounds in 3D space in Unity. As the player moves, the position and distance of these sounds change accordingly, allowing the player to sense where the sound is coming from and how far away it is.
For the ambient sounds, I designed them to play with random timing and variation, so the environment does not feel repetitive and each experience feels slightly different.
Most of the audio in this project is triggered by player interaction. For example, I simulated dialogue interaction through monologue cues, and the sound changes based on the player’s movement and viewing direction. This helps create a more natural and believable listening experience.
Unity x Wwise integration
This video shows how the system behaves in Unity after further development in Wwise, including added stingers and more detailed audio interactions.