Rollerpunk is a competitive adrenaline-fueled ball and racing game designed for up to 4 players in split-screen, inspired by Gunnm’s Motorball. Rush at full speed to catch up to your ennemies and snatch the DrillBall, but stay sharp because every encounter can be lethal, and mercy does not exist on the track...
Sound Design - Unity - Wwise - Git
DETAILS ABOUT AUDIO IN ROLLERPUNK
Technical challenge
Managing the audio in a splitscreen setting.
Solution
5 Audio Listeners, one for each player, one for UI and Music.
Each audio listener is listening to the player it's attached to.
Audiolisteners are spatialized by hard coding the output bus volume : Players 1 and 3 are on the left, Players 2 and 4 are on the right.
Music and UI are non-spatialized.
It could be done with only 1 listener, by setting 2D sounds, and a bus for each players feedback, then set the bus positioning, but we wanted to add 3D environmental sounds so we took a decision.
Dynamic Music
When a player catches the ball, his own music segment is playing. We worked with the composer (Marcan Papi) to handle well the transitions, because catching the ball can happend at any moment in the game.
Dynamic Crowd
Crowd is reacting to actions in the game, increasing intensity when a player stacks more points.
When the player scores and valid his points, crowd is returning to an "idle" state until an other player catches the ball and starts stacking points.
TECHNICAL DETAILS
Managing the audio in a splitscreen setting
We implemented 5 Audio Listeners, one for each player view and one more global audiolistener.
Each player audio listener is listening to the player feedbacks it's attached to.
Audiolisteners are spatialized by hard coding the output bus volume : Players 1 and 3 are on the left, Players 2 and 4 are on the right.
It could be done with only 1 listener, by setting 2D sounds, and a bus for each players feedback, then set the bus positioning, but we wanted to add 3D environmental sounds so we opted for this solution.
Interactive Music
When a player catches the ball, their own music segment is playing. We worked with the composer (Marcan Papi) to handle well the transitions, because catching the ball can happend at any moment in the game.
Dynamic Crowds
The crowds are reacting to actions in the game, increasing intensity when a player stacks more points.
When the player scores and valid his points, crowd is returning to an "idle" state until an other player catches the ball and starts stacking points.