Roles within the project as the Programmer and Sound Designer:
Programming all game functionality (Player movement, music/sound scripting and implementation, day/night cycle, etc.)
Designing dynamic water and wind sound generators within the engine
Adjusted visual filters and assets to achieve a visually pleasing viewing experience
Adjusted, combined, and scripted certain sound effects using Unreal Engine 5's Meta Sounds system
Learning experiences:
In this project, I learned a lot about proper sound design and implementation using UE5's Meta Sounds system, further refined my skills with the engine's blueprints system, and learned how to create my own sounds within the engine!
Continue below to learn more about the Dynamic Sound System in Project Pirate.
Wind & Sound LPF shifts between ship levels
As the above video shows, the two sound generators have three variations that are smoothly transitioned to depending on if the player is below, middle, or top deck. The deeper players are in the shift, the more muffled the wind and water sounds become.
Blueprints showing how the water & wind sound's LPF shifts between ship levels
These transitions are handled within the level blueprint where each sound's low pass filter is adjusted to a higher or lower value depending on which trigger zones are hit by the player. Strategically placed trigger zones allow players to hear the water and wind sounds become more or less muffled as they pass between the levels of the ship.