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Music Programming:
Wwise-Unreal Engine Integration Showcase

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Game: Ragdoll Rumble

Game Developer/Publisher: Midnight Horizon

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<SFX Development in Wwise & Logic Pro>

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Gate Teleport SFX in Spelleporter Map (Pitch Randomiser & Container) + Last 10 secs Chime <Wwise>

Opening Gift Wrapping Magical Sounds (a combination of DAW + live recording); Last 10 secs with Level Music Sample <Logic Pro>

  • Have made a variety of gate portal sounds by utilising randomiser on pitch and random container in Wwise.

  • The original gate portal sounds were created through Logic Pro's sound library.

  • Last 10 secs chime were designed for a sound warning to notify players before the match ends. I have also designed the last 5 seconds of the chimes to sound more intense by pitching the notes up in Logic Pro.

  • Equipments I used for live recording gift open SFX: a variety of paper types in different thickness and texture, audio interface, and a microphone.

  • Recorded a lot of audio files by tearing up the different kinds of paper, afterwards I revisited the files and listened to which combination sounded the best, then I trimmed and edited the live audio files for the game's SFX in Logic Pro.​

  • Combined "magical" sounds with live recorded files by creating digital sounds in Logic Pro. *Apart from Logic Pro, I also record sounds in Pro Tools First.

<Music Development in Wwise>

Smooth Music Loops (Creating a Playlist)- Blizzard Bridge+Victory Music

  • A set of playlists and sequences created in Wwise for music tracks that have loops. The idea was to play the first audio file --> second audio file that has a reverb tail in the beginning to make a smooth transition.

  • The first and second loops were composed and created in Logic Pro.

  • For music that only has ONE single audio track (no loops), I have used the method of adding music cues in Wwise (still a playlist, but no more than one sequence).

Level Music States (Music Switch & Event) + Transitions

  • Switching between regular and upbeat music for regular and upbeat battles (the duration of the battle depends on the time settings that the players set) by manipulating music switch, states (I set up music states for regular & upbeat, and level states for different map levels), and events function in Wwise.

  • Transition settings in Wwise when switching from one music to another: immediate & next beat comparison. Also did time changes in fade out settings.

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<Programming in Unreal Engine> (basic)

Smooth Music Loop in Title Menu (Before and After Using Wwise)

  • Programming Title Theme (start game music / post event) into Unreal Engine through Wwise-Unreal Engine integration.

  • The video shows a comparison of before manipulating Wwise and after. Wwise enables a smoother loop transition for the music.

"Blizzard Bridge" (Upbeat Ver.)

Programming Music in Cutscene Map

  • Programming Map Cutscene Theme (map cutscene / post event) into Unreal Engine through Wwise-Unreal Engine integration.

  • I have attempted to program the event inside the already existing blueprints and game events in Unreal Engine which were created by the game developers from the team.

Programming Victory Music for after the Battle has Ended

  • Programming Victory Music (game finished music / post event) into Unreal Engine through Wwise-Unreal Engine integration.

  • In addition, I have attempted to program Victory Music through utilising the states I set up from Wwise and it also works.

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