Cole Protzman | Audio Programmer

Unreal Engine · Wwise

Idol On Duty

Idol On Duty is an Unreal Engine student game made by a team of 20 people, using Wwise as the audio middleware.

I was the sole audio programmer and, during the second semester, the Audio Advocate.

Responsibilities
  • Audio asset implementation
  • Backend systems
  • Documentation
  • Department task tracking
  • Cross-discipline communication
Idol On Duty title artwork

Audio Programmer

Idol On Duty gameplay showing the beat-responsive experience

BPM System — C++ Unreal System

One of the main systems I programmed was the Beats Per Minute System. It lets other systems connect to the music and retrieve important song data. The UI pulses, the environment lights up, and enemy logic fires on beat.

To communicate that a beat had occurred, I used Unreal’s dynamic delegates and Wwise’s interactive music messaging.

BPM system in Unreal Engine

Audio Asset Implementation

As the sole audio programmer, I implemented audio assets so the music and sound designer could devote more time to creating and refining them.

The pipeline consisted of:

  1. Talking with the sound designer to determine priorities for assets in development.
  2. Creating the architecture required for each asset.
  3. Testing assets for functionality and quality.

Some assets required C++ implementation, while others were handled with Blueprints.

Audio implementation blueprint

Audio implementation system screenshot

Audio Advocate

I inherited this role during the project’s second semester and adapted quickly to its new responsibilities.

Responsibilities included:

  • Cross-disciplinary communication to make sure audio was considered throughout the team’s work.
  • Task tracking and weekly planning to anticipate problems and avoid them.
  • Being the first responder for audio-related questions and problems.

These efforts increased the audio team’s workflow and helped the wider team include audio in its design process instead of treating it as an afterthought.