Image 1 — I made my own Omni mic today!
Image 2 — I made my own Omni mic today!

I made my own Omni mic today!

Hey everyone!

Hope we're all well!

I just wanted to share some excitement from my day 😅 Today I made a DIY clippy Omnidirectional mic with an AOM-5024L-HD-R capsule. Just so glad it works after my first attempt soldering in a long while - beyond glad, actually! I was so nervous about the temperature sensitivity of the capsule and the components at the connector end, but tested via Scarlett interface and it's a beauty! The dynamic range on this capsule is great too

Used the instructions in this article if anyone is interested in making their own!

https://tombenedict.wordpress.com/2016/03/05/diy-microphone-em172-capsule-and-xlr-plug/

Can't wait to get out and record some stuff with this! Any suggestions on good uses for this are welcome too!

u/KonjureAudio — 8 days ago

Bit of an insight into what I've been up to since the Sci-Fi Doors practice project a few months back!

Deep in implementation for a project I'm handling the audio for, "Mardow", and finally squashed an audio bug that I'm sure others have faced. (Likely a rookie error, tbh 😅)

Grass Verge/Edge tiles were constantly defaulting to "dirt" because the player's collider stopped them before the script could register the "grass" threshold of the verge tile.

I moved away from a pure SurfaceAudioMatrix lookup. I added a coordinate threshold override to my script, applying a -0.05 Y-axis offset to the Top-Edge tile check. This forces the grass sound to trigger only on the grassy slither of that tile, and dirt sound to play only on the dirt part of that tile!

How are you all handling surface transitions in 2D when using half/half tiles (such as verges, etc.)? Are you preferring logic such as this, or do you design a separate sound for these types of tiles which are a mix between dirt/grass? Or, do you handle this with colliders/zones, and do the blending of a grass and dirt layer via Wwise depending on reported player positioning?

konjureaudio.co.uk
u/KonjureAudio — 2 months ago
▲ 4 r/Wwise+1 crossposts

Learning Unity & Wwise: Building a reactive Sci-Fi Corridor (My journey so far)

Hi everyone, I hope this is okay to share here.

I wanted to share a personal practice project I've been working on to get a handle on audio implementation. I've been taking free 3D assets to build a tiny "spaceship" sci-fi corridor, and then planning out the full sound design and technical integration from scratch.

So far, I've got a functional double-sliding door that opens and closes based on player proximity, a couple of layered ambient room loops, basic input-driven footsteps, and a completely synthesized glitchy intercom panel.

For my first real attempt at this approach to practicing game audio, I'm feeling pretty accomplished! I definitely hit a few massive roadblocks along the way, mostly wrestling with different Wwise version quirks, mic self-noise during field recording sessions, and getting Unity's tool handles to cooperate.

I've been documenting the entire technical process step-by-step on my website for anyone who might be troubleshooting similar setups or just wants an honest look at the workflow:

Part 3 shall be looking at the Wwise side of things (possibly with some audio examples), but that's next week's post with some luck!

Would love to hear any feedback or tips from anyone who has gone through the Wwise/Unity integration learning curve! Thanks for reading!

https://i.redd.it/l58svkzfeo1h1.gif

reddit.com
u/KonjureAudio — 3 months ago