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Working Process...
This is Sound Odyssey VR, a personal virtual reality story-based project of mine which relies mostly on 3D sound for navigation. Originally it started out as an honours project looking into the different uses of sounds to help with navigation. The project is in the process of further development for the Meta Quest 2 headset and will be available for free on SideQuest.
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Reaper - Wwise - Unity - Sound Design
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Ambience System
The ambience system was created by utilizing a game object that was set as the child to the player, following directly above them. Using the Ak obstruction script, a raycast will shoot to the player continually. The outside ambience event will play by default. When the player goes under the roof, this then occludes the raycast from the player, fully occluding the outside ambience sound from the player.

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C# - iZotope RX - Platic SCM
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3D Sound Beacon System
The sound beacon system was created by utilizing an array of linear checkpoints where the localised sound emitter will teleport to when the player collides with the sound beacon. RTPC that hook into distance allowed the volume of the sound beacon to be automated dependant on the distance between the listener and the sound's location.
Developed Systems:
Skills
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