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Technical
Reel.

Inside The
Blueprint.

Footsteps
Wwise

I created random containers and assigned them to a switch based on material type.

Wwise_FS.png
UE5

Anim notifies weren't used, since there isn’t a character model. I decided to use a timer based system instead. For the material switch, I used a “line trace by channel” into a “break hit result” to get the physical material and store in a variable.

UE5_FS_Timer.png
UE5_FS_Landing.png
UE5_FS_Material.png
Death Stranding
Reverb States
Wwise

I applied two different techniques for reverb. Outdoor is baked, and indoor is real-time. I set up a small room reverb aux and sent select sounds to use game defined aux sends.

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Wwise_Gun_Tail_State.png
UE5

I used an "akreverbvolume" to outline the interior of the cabin. This was linked to the small room reverb in Wwise.

 

A baked outdoor reverb was used for the gun tail. Two collision boxes control a Wwise state that enable and disable the outdoor tail.

UE5_Indoor_Outdoor_Collision.png
UE5_Indoor_Outdoor_BP.png
Projectile/Impacts
Wwise

The setup in Wwise is similar to the footsteps. However, because this is a 3D sound, I added some attenuation settings.

UE5

In the projectile’s blueprint, I used “event hit” into a “break hit result” to get the surface type.

Wwise_Bullet_Impact.png
UE5_Projectile_Impact.png
Owl (Dynamic Environment)
Wwise

Attenuation for volume, LPF, and to drive an outdoor reverb based on the distance to make the space sound authentic.

UE5

I first created a custom trace channel for “Trees”. Then, a multisphere trace counts how many trees are nearby.

 

If the tree count is above 5, an AK component will spawn randomly in any direction and play an owl sound. The component auto destroys once the sound finishes playing.

Wwise_Owl_Attenuation.png
UE5_Tree_Counter.png
UE5_Owl_Function.png
Water
Wwise

I set up a big and small splash sound, followed by an underwater loop. The splash size switches depending on character velocity. The pitch of the underwater loop is relative to the character's depth.

 

Lastly, I created a state enabling a low pass filter on the master bus that gives everything a muffled sound as if you were underwater.

Wwise_Underwater_RTPC.png
UE5

I used a “get all actors of class” node to target the first person character. The “get velocity” node was used to drive the switch for which size splash to play. A collision box triggers the splash sound upon overlap, and an emerge water sound upon end overlap.

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To get the distance from the water’s surface, a “line trace by channel” projects above the character. This hit result's "distance" drives the RTPC's value in Wwise.

Wwise_Underwater_LPF.png
UE5_Splash_and_Depth.png
UE5_Underwater_LPF.png
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