Interactive Audio Implementation

Thesis Project at DAE

My thesis posed the question if the inclusion of visual synesthetic associations could enhance ones gaming experience, more specifically in a memory based context.

To answer this this project included grapheme - number associations as well as applying a custom audio amplitude analysis on a custom composed track, manipulating game objects in the scene to induce a flow like emotional state in the player.

This project was made with UE5 and blueprinting.


Wwise Music for Games exam

This project was to provide an intricate ready-made music system for a hypothetical adventure game pitch, made entirely inside Wwise. Some of it’s themes were overworld exploration, generic and boss fights, narrative sequences and menu music. Triggers, sometimes linked to stingers, would play the correct sequences and transition to other sequences.
All musical sequences also contain randomized containers - offering infinte looping with changing patterns.

Game Project course

Our team decided on making a fast paced looping racer game with a grapplehook as main mechanic, the overall visual aesthetic was robotic in a mining/ scrapyard theme. For this project I was tasked with creating and implementing all the audio logic and assets, along with assisting our programmers with game flow scripting. We opted to use the Unity Event system to trigger a series of scriptable objects holding sound effects, pitch variation and volume control. The architecture relied heavily on scriptable object delegation and a singleton audio manager. 

This project was made with Unity 6 and C#.


Audio Implementation exam

One of my favorite things is to experiment with sound designing tools but I had yet to build my own tool. Hence this project came to fruition. I created a PureData (PlugData) patch that later became a VST3 plugin. The main idea was to create a boiler plate DSP tool that had delay, reverb, FM and LFO modulation. The demo video demonstrates a usecase of the Pd patch.

This project was made using Pd.

Audio Implementation 2 exam

We were handed an existing Unity project and were tasked with implementing our own sound design as well as the C# implementation. We were allowed to add logic and game flow ideas to improve the existing gameflow. The result was a spooky yet light-hearted sound palette with an added dynamic coin pickup system.This project was made using Unity and C#

Auralis

AURALIS is a visual and experiential ode to photosynthesis. Three sculptural forms embody the elements of light, air, and water, and are arranged in a circle like a modern campfire: a place of encounter, ritual, and exchange. Interactive visuals created by Victor Vanderbeck are projected onto the sculptures. Visitors can influence these images in real time and generate music through three hand-tracking sensors positioned around the installation. The instruments and music were developed by Wouter Duprez, resulting in a playful jam session between image, sound, and audience—where collaboration and interaction take center stage. The sculptures were designed and built by AKÆRI (Sander van Bellegem), with a focus on natural and ecologically responsible materials. Their surface consists of clay paint on a base layer of bio-based PLA, reinforced with jute fiber for structure and texture. Each material was carefully selected in an exploration of sustainability and biodegradability—a process that exposes the tension between ecological intention and technological reality.

This project was made using Python, Max MSP, Ultraleap, TouchDesigner and Ableton



CV:︎






AFFILIATIONS

  



SOCIALS


︎ ︎ ︎ ︎ ︎


©2024 Wouter D.
EST. 2023