Vehicle Engines in Wwise
Unreal Wwise demO Reel
Archer Vs drones
Unreal, Wwise
Unreal/MeTASOUNDS DEMO REEL
Motor Warp
Unreal, Metasounds
This video features my process creating the audio for the game Motor Warp, which I made for the OnceAMonth Game Jam. In the video you will find my approach to procedural audio for the hover motorcycle via Metasounds in Unreal.
This video is a short Audio demo of Motor Warp
If you are interested in playing the game, it is available for PC at no cost at: felipe-sound.itch.io
my C++ plugin for WWISe
Currently I am working on a Wavetable synthesizer plugin for Wwise. My main goal is to use it in future projects for vehicle sound designs. This short clip showcases my progress with this plugin. So far the plugin has 22 oscillators with individual sliders, a scanning phase slider, and a phase-range offset. No other plugins or external effects, except for pitch (octave down), were used in the examples.
Vigilante Racer
Sci-Fy Engine Metasounds
Audio Controls: Blueprints and Metasounds
This video is a breakdown of my prototype vehicle implementation for the game Vigilante Racer by Dan Violet Sagmiller. This is my approach to triggering and updating Metasound variables with the use of the TimeLine node in Blueprints.
You can view the blueprint at: https://blueprintue.com/profile/felipesound/
WARFRAME BY DIGITAL EXTREMES SOUND REDESIGN
Ambience and Footsteps
Falling Drone Automation
Sound Design and Music Demo
Music and sound Demo of Ancient Hacker, a stealth and exploration four level game set in a mysterious library. I created the game in Unreal Engine 5 using blueprints and public domain art assets.
The game is available as a free download at
Trigger Sounds from an object's rotation
Music Manager and Layered music
Pure Data: Spectral Delay
Hunted Forest Raylib C++
Ocean Waves Unity C#
I wanted to give myself a challenge to create the reverse effect of an audio visualizer in Unity's Audio engine. An audio visualizer works by transferring data from the frequency spectrum through Unity’s Audio Source, and feeding this data to any parameter in the game. This time, I wanted to have an object such as a cube that was in a random state of change by way of a Lerp function. In this case, I could feed the random data to the sound effects in order to have both sound and movement linked to one another.