Independent · Technical Audio · Unreal Engine + Wwise
Charged Arcane Bolt
Independent Unreal Engine and Wwise spell system, driven by separate Wwise parameters for charge, projectile and impact.
Watch on YouTube (opens in a new tab)What I did
- Unreal Blueprint and Wwise implementation
- Charge RTPC
- InstabilityAlpha / Chaos parameter
- Velocity-driven projectile audio
- ExplosionPower / ExplosionChaos
- Charge and overcharge sound design
- Testing and debugging
Charge flow
Charge is continuous until full charge, then the player either releases or continues into overcharge.
Charge
CurrentChargeTime drives a normalised ChargeLevel (0–1), which is sent to Wwise as the Charge RTPC.
Overcharge
Holding past full charge tracks OverchargeTime and InstabilityAlpha. InstabilityAlpha drives Chaos, a separate Wwise parameter from Charge.
Projectile
On release, projectile Velocity is measured in Unreal and sent to Wwise to drive the in-flight audio.
Impact
ExplosionPower and ExplosionChaos are separate Wwise parameters. ExplosionPower scales the explosion's power layer; ExplosionChaos drives a separate instability layer.
Outcomes
Normal release
- Stop charge state
- Spawn projectile
- Transfer charge / instability state
- Projectile flight
- Impact / explosion
Backfire
- Player remains in overcharge
- Maximum safe overcharge duration reached
- Backfire triggered
- Normal projectile release prevented