Independent · Technical Audio

Crowd Audio Manager

Unity + Wwise

A runtime crowd-audio system that changes how sound is represented as crowd size increases.

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At a glance

  • Type

    Independent technical audio.

  • Engine

    Unity.

  • Middleware

    Wwise.

  • Core system

    A crowd audio system that changes representation as crowd size grows.

  • Control

    A single Wwise Crowd_Size RTPC (0–100) scales behaviour; a MidChatter layer joins beyond 25.

The problem

Spatial detail at a crowd scale.

Individual spatial playback provides localised activity and definition while a crowd is small. As the crowd grows, the system changes its representation instead of simply adding more individual voices.

What I built

One system, changing representation as the crowd grows.

A runtime crowd-audio system that plays individual spatial emitters for a small crowd, then switches to grouped Left / Centre / Right crowd audio as the crowd grows — controlled at runtime through a single Wwise Crowd_Size parameter.

My contribution

Design, implementation and iteration.

  • Audio-system design and sound design
  • Unity implementation and Wwise setup
  • Runtime parameter behaviour and spatial-emitter logic
  • Testing, debugging and iteration

How it works

Representation by crowd size.

As the crowd grows, the system stops treating every character as a separate audio source and switches to grouped crowd audio.

  1. ≤10

    Individual spatial emitters

    Individual looping voices retain localised activity and granular positioning for a small crowd.

  2. >10

    Left / Centre / Right

    Three grouped spatial emitters replace the individual representation and follow the crowd’s distribution.

  3. >25

    MidChatter

    An additional chatter layer increases perceived density at larger crowd states.

Small crowds

Each character keeps its own looping voice while the crowd is small enough for that to stay manageable.

Transition

Past the individual-emitter range, the system switches to grouped crowd audio instead of continuing to add more individual voices.

Grouped crowd

Left, Centre and Right are spatial emitters, not static stereo channels — their positions are informed by the runtime crowd distribution and geometry, so the grouped representation still moves with the crowd. Beyond 25 members, an additional MidChatter layer increases perceived density on top of the three grouped emitters.

Left, Centre and Right emitters move with the runtime crowd distribution rather than sitting at fixed stereo positions.

Wwise control

Crowd_Size (0–100) is the single Wwise RTPC that scales crowd audio behaviour and intensity as the runtime count changes.

Unity crowd state and count are normalised into a single Crowd_Size parameter (0–100) and sent to Wwise as an RTPC, which drives crowd audio behaviour and intensity at runtime.

Result

Movement remains spatial as the representation changes.

The system preserves spatial crowd movement while changing representation as the number of active crowd members grows. This keeps the system manageable as the crowd grows instead of playing a separate looping voice for every character.