Technical Audio Implementation - Hybrid Events

Hey everyone!

This is the second part of my video series about different technical audio implementations I did during my work on Footgun: Underground. In this one I’m showing how I used hybrid events (events that contain both static 2D and 3D audio) to make certain sounds larger, emphasize their impact on the stage itself or just add a room filling ambience layer to otherwise small spatialized sounds.

This was especially used on boss movement or attack sounds to give a sense of danger, impact and size to them.

I hope you enjoy this semi deep dive and I would love to hear your opinions and thoughts on this.

Have a great day!