Within this video I showcase aspects of my AIA coursework project. I go through some scenes from the Unity build where you can hear the background audio, invisible hotspots, and visible hotspots too. Within the project there are 3 areas I recorded ambisonic audio and took 360 photos within: “Pebble Beach”, “Baud Woods”, and “Cliffs”.
In the video, I start off showing the Cliffs area, demonstrating a few basic elements like the radio and hotspot button audio. The music on the radio is unique to each area, which I included to give a reason to go through each of them if someone wanted to hear all of it. It’s also made by me, similarly to the hotspot audio and teleport audio, which was all synthesized in Serum 2.
Anyways, after showing a little bit of the Cliffs area and the snapshot script, I go to the main menu and demonstrate the fade out code on the buttons by repeatedly hovering over and off of them. There’s also random music playing in the menu, which was also made by me, and intended to be somewhat calm.
I visit the Baud Woods area and walk through the whole thing, there’s also a large section of the video where my laptop freezes and I apologise for that. There’s a reverb zone in one of the scenes, which I thought fit because I wanted the invisible hotspot to sound old and forgotten, since it’s a worn-down wood structure. At the end there’s a radio playing music again, and a stream running. I should’ve used the snapshot script here in hindsight, and added reverb onto the chain-link fences to make them less annoying.
After this, I visit the Pebble Beach level, and show some more invisible hotspots, like the pebbles and fire at the end of the level. I don’t know why I didn’t add reverb onto the fire since it’s also old but sometimes you just forget things like that. All ambisonic audio for my project was recorded in one of the three places I mentioned.
I then visit the Quarry area, again showing off invisible hotspots, especially the metal structures. I don’t know why but I really wanted to include that hollow metal sound, I also used it in the Cells of Life level for the metal bars on the bridge, just pitched up. Anyways, the Quarry also has invisible hotspots for bushes, which was a late thought I would’ve added to more levels had I thought of it sooner in the timeline.
Finally, I rush through the Weeping Girls area, mainly to show the audio I made for the statues of the girls. Since I made the audio with reverb already added, I didn’t use a reverb zone. This level has more invisible hotspots than I showed, including an interactive puddle, bushes, and a tree which creaks. If I’d thought more about the video beforehand, I would’ve shown this area and Cells of Life more since they have the best sound design.
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