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🎵 Interactive Audio

Interactive Music Design

Music for Games — Three Wwise projects showcasing adaptive audio systems with vertical layering, horizontal re-sequencing, and extensive RTPC control.

🎼 Wwise Implementation
📊 Vertical Layering
🔄 Horizontal Re-sequencing
🎚️ RTPC Controls
🎮 Adaptive Music
🔊 Interactive Audio
Demonstration

Interactive Music Showcase

Overview

Adaptive Audio Systems

This collection showcases three distinct interactive music systems developed for the Music for Games final exam. Each prototype demonstrates different approaches to adaptive audio design, featuring vertical layering between Calm and Intense states, horizontal re-sequencing for variation, and extensive RTPC control systems.

All musical assets were composed, edited, and exported specifically for Wwise implementation, balancing coursework demands with creative exploration of interactive music techniques. Each project tells a unique story through dynamic audio that responds to gameplay in real-time.

Three Projects

Musical Journeys

CHASE
120 BPM

Relentless pursuit through five surreal realms with escalating horror elements.

Forest Prelude
Suspenseful strings + plucked synth → curiosity
Mechanical Catacombs
Brass + rhythmic loops → rising tension
Haunted Cathedral
Ethereal horns + dissonant strings → dread
Techno-Labyrinth
Dark arps, Reese bass → frantic chase
Liminal Zone
Glitched alarms, horror guitar → peak horror
RACE
150 BPM

High-speed racing atop floating Egyptian pyramids, chased by celestial forces.

Gate Prep
Bass groove + choir hints → anticipation
First Lap
Metallic bass + breakbeats → momentum
Ambush in the Sky
Layered choirs + heavy bass → tension
Final Sprint
Hybrid rock + electronic → adrenaline
ELIMINATION
90 BPM

Strategic opponent elimination in cyberpunk arena with advanced RTPC systems.

Arena Entrance
Ethereal pads + subtle synth → uneasy calm
Combat Escalation
Bass + drums → heavy metal assault
Last Stand
Glitchy electronics → frantic urgency
Victory March
DOOM-style guitars → peak stress
Technical Implementation

Interactive Techniques

📊

Vertical Layering

Dynamic transition between Calm (foundational stems) and Intense (full orchestration) states with 0.5s fade transitions, creating seamless intensity shifts based on gameplay.

🔄

Horizontal Re-sequencing

Alternating loop variations every 8 bars for key stems, creating organic musical evolution without repetition. Keeps the experience fresh throughout extended gameplay sessions.

🎚️

RTPC Control Systems

Real-time parameter control for GameState, LevelStep, Victory/Defeat states, and spatial audio (DistanceReverb in ELIMINATION). Enables precise dynamic audio responses.

Seamless Transitions

Custom transition audio between sections: risers, brass smears, and granular glitch effects for narrative continuity. Maintains musical flow during level changes.