Procedural Wind in game
- nilsjohanpatrik
- för 3 dagar sedan
- 1 min läsning
A Pure Data patch was compiled using hvcc & VS and then implemented in a Unity level using Wwise. The wind intensity is controlled by an RTPC which is tied to how far the player has moved up the hill.
This results in a dynamic wind sound that adapts to the player environment and position without using a large set of samples.
Inspired and intrigued by the works of Andy Farnell, Joshua D. Reiss, Charles Verron, David Moffat and others.

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