This section outlines the implementation and development of audio within Through Ash, focusing on how sound was used to enhance atmosphere, support narrative delivery, and improve player immersion.
Environmental Audio & Atmosphere
Building on the initial audio systems created by my teammate, I expanded the environmental soundscape to create a more immersive and spatially dynamic experience.
Additional ambient sounds were introduced across the environment, including generator hums within server areas, hissing pipes, and a warehouse-style ambient layer applied across the level. These elements were used to reinforce the setting and give each space a distinct identity.
To further enhance immersion, 3D spatial audio was implemented to differentiate areas of the map. One side of the environment was designed to feel more industrial and construction-focused, while another emphasised a more technological atmosphere through sounds such as screen interference and keyboard activity. This contrast helped guide player perception and added depth to the environment.
Music Integration
A royalty-free track, “The Pupa” by Huawen, was integrated into the experience to support tone and pacing.
The track was selected for its alignment with the game’s atmosphere, reinforcing tension and emotional weight without overpowering environmental audio.
Voice Recording & Dialogue Implementation
Voice lines were recorded externally in a professional studio environment at the University of Southampton, ensuring high-quality audio capture.
Working with volunteer voice actors, I contributed to the recording process and later integrated the dialogue into the game using the existing narrative system developed by my teammate.
Within the engine, I mixed both 2D and 3D audio to create a layered interaction between the player and the radio communication system. Player dialogue was presented as 2D audio for clarity, while radio transmissions were implemented in 3D space.
To further enhance realism and spatial presence, I processed the voice lines by applying reverb and subtle echo effects, simulating the acoustics of enclosed environments. This helped situate the audio within the game world, making dialogue feel grounded within the space rather than isolated from it.
This design meant that the player’s position directly influenced how clearly radio dialogue could be heard, reinforcing immersion and encouraging spatial awareness within the environment.
Audio Design Approach
The overall approach to audio focused on:
- reinforcing atmosphere through layered environmental sound
- using spatial audio to enhance immersion and player awareness
- integrating dialogue systems to support narrative delivery
This ensured that audio functioned as an active component of the experience, rather than simply a background element.