


Every music level (calm, enemy, rush) had multiple tracks that can randomly play during the game. Each one was looped, then referenced in their respective level's multi instrument

This method was used to create the majority of played FMOD events. Depending on the room the sound came from, it attenuates to the correct player's side.

Tomb for Two is a local 2-player dungeon crawler where Anubis and Bastet have been trapped in a pyramid. Both players fight through enemies and solve puzzles in order to escape.
For the Fall '22 semester, I worked in a 60 member team in Spartasoft Studio to make Tomb for Two in one semester. Though I have made a few SFX for the game, my primary job was to implement the audio. I maintained the FMOD project file and handled all of the audio programming, collaborating closely with the sound designers, composers, and programmers on the team to make sure everything was put into the game as intended.
Points of interest:
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Collaborated on a 60 person team.
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Implemented a dynamic music system that switched between songs depending on the level of intensity (calm, battle, final room).
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Made system that determined which player's listener each 3D sound attenuates to.
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Mixed the game for split screen play.
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Mapped SFX to play through animation and scripting.