Heavy Armour sound design in InSomnia RPG project. This time I implement sounds as separate cue's attached directly to animations.
The audio pipeline that i use:
1) Design sound events in DAW.
2) Render SFX's as separate levels that mean something. For this case i decide to split it to 3 main levels: breath, backpack, footsteps. In some events the «foley» layer can be heard.
3) Reconstruct designed sounds using unreal's sounds cues capabilities and randomise futures.
4) Connect designed assets to animations.
Hope you like it!