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Homebrew sound design tool with TouchOSC and Wwise

Writer: Fabio MarchionniFabio Marchionni

Updated: May 22, 2024

Last month I did this:

That in the corner having the time of his life... is me at home while testing this project.


The aim of this was to build a general system that would work for most sound effects in a videogame via granular synthesis.


I designed it because in the game I'm working on (which is a story-driven platformer), there's some moving parts like crates dragged, sliding doors, and so on.

I'd hate to oversimplify this but here it is: in the real world sound is generated by contact.

But have a closer look, and it's not just the position that affects sounds, but also velocity (how quick the position changes over time) and acceleration (how quick the velocity changes over time).

This is why the lightsaber was such a good start point: you can hear the lightsaber sound even when it's idle; you can also think that if you're moving the lightsaber at constant speed, horizontally, the sound wouldn't change. But a variation of speed has the lightsaber producing a sound similar to a Doppler effect in the Star Wars movies.


So I built myself a little script that converts the change of position on the XY pad in TouchOSC to a velocity by reading the change at each frame update. Then I normalized that velocity and passed it to a MIDI controller. Then I passed that MIDI value to Wwise to change the pitch and volume of the sound.


The overall effect is that the higher is the speed of the lightsaber swish, the higher the pitch and volume of the sound become.


I did a dumbed-down mockup of the lightsaber sound by recording an LFO square synth with Arturia's SEM and a few other of Arturia's synth.

The lightning strikes are randomised voltaic arcs taken from ProSoundEffects.


Wwise is an authoring program designed mostly (but not only) for sound design and music in videogames.

 
 
 

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