10/06/2022
It's finally ready... my Wwise Foley Implementation Demo! In the video, I show how I used PlayerSpeed as an RTPC (Real-Time Parameter Control) to dynamically adjust Low-Pass / High-Pass Filters, Pitch, and Volume for player clothing and footstep Foley in an Unreal music platformer I developed using Unreal's Hour of Code assets.
In this video, I demonstrate my Wwise implementation in Brubeck Dreaming using Unreal Blueprints and Reformer Pro.For more, check out my my website at www.he...