When The Music Follows

An Interactive Audio Driven Psychological Horror Demonstration

Supported by Stimuleringsfonds Creatieve Industrie as part of the "Regeling Experiment"
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About the Experience

I've been working on a demonstration inside UE5 that looks into the potential of combining the power of both traditional and experimental systems in a modular way in interactive music. On this journey I wanted to discover how these techniques can play an important role in achieving immersive stress in games.

To keep things focused with the aim on the technical side, the foundation of music system relies on using 3 instrument layers with 2 phases that has both an intensity 1 and 2 version and an outro segment. Everything else (except for some ambiance sound effects) are done by using a combination of the audio mechanics like presented below to create interesting new results that I am experimenting with to see if it's something worth expanding upon using MetaSounds and C++.

This project is part of "Regeling Experiment" made possible by Stimuleringsfonds Creatieve Industrie.

Behind the Audio

Technical Preview: This is the main music MetaSounds Source patch from an earlier version, where I demonstrate some of the parameters that are driven by gameplay parameters.

Game Information

⏱️
Experience & Form
10-15 Minutes
🎧
Best Setup
Headphones/Speakers + Quiet Space
🖥️
Platform
PC Windows 10/11
⚠️
Content
Psychological Horror

Important: This audio-focused psychological horror demonstration requires quality audio equipment and an uninterrupted environment to properly experience the experimental systems being tested.

📋 Quick Start Guide

🎯 Getting Started

  • Download and extract the game files
  • Run the WTMF.exe in the extracted /Windows folder to play the game, no installation needed
  • Use headphones/speakers for the best experience

🎮 During Play

  • Turn on the radio first when you start the game
  • Listen carefully to audio cues and changes
  • Walk through doors to progress naturally
  • Take your time - there's no rush

📝 After Playing

  • Complete the anonymous feedback form with your experience
  • Describe specific audio moments that stood out
  • Share any technical issues you encountered
  • Help shape future immersive audio research

Note: The form is anonymous but requires Google account login to prevent spam. There's an optional name/email field if you'd like to stay up to date.

Help me out! Your feedback contributes to help me get better results on immersive audio techniques in psychological horror games, but has potential for other use cases as well. Results will be published in a comprehensive blog post on August 1st, 2025.

💡 Help & Information

💻 Technical Specifications

  • Storage: ~1500MB available space (for unpacking)
  • GPU: RTX 2070+ or equivalent recommended
  • RAM: 8GB minimum, 16GB recommended
  • Audio: Headphones strongly recommended
  • OS: Windows 10/11 (64-bit)

🎮 Controls

  • WASD - Movement (walk around)
  • Mouse - Look around & interact with objects
  • Shift + WASD - Sprint/run
  • Left Click - Interact with game objects
  • ESC - Access main menu
  • Tab - Open inventory
  • F - Use flashlight

⚠️ Content Warnings

  • Psychological horror themes
  • Might Contain a few flashing lights (photosensitivity)
  • Sudden loud sounds possible
  • Intense audio designed for immersion
  1. Start the Music: Look around for the radio and turn on the music first. This is essential for the experience to work properly.

  2. Follow the Path: Walk through the doors as you encounter them. The path will guide you naturally through the experience, there is no wrong direction either.

  3. Continue Until the End: Keep moving forward until the end game sequence begins. Pay attention to audio changes as they're part of the experiment.

Important: If you get stuck, just remember - turn on music, walk through doors, and let the experience guide you. The entire demo should take 5-10 minutes on exploring pace, +/- 2 minutes on speedrun.

  • Frame Drops / Low Performance: Try lowering graphics settings in Main Menu (ESC > Settings). There are currently 3 graphic presets from Low to High.

Still having issues? Feel free to reach out via the feedback form with details about your system specifications and the specific problems you're experiencing.

  • Traditional Music System Transitions: Some transitions in traditional music system could use some improvement as this wasn't the main focus of the experiment to save time.
  • Placeholder Voices: Current voice acting is still placeholder content and will be replaced with new recordings in future versions.

Note: These are known limitations that will be addressed in future iterations. Your feedback helps prioritize which issues to tackle first.

Download & Experience

🎮 Download Game (PC Only) 📝 Anonymous Feedback Form
📊 View Experiment Results
Results available August 1st, 2025

Note: Feedback form is anonymous but requires Google account login to prevent spam. Optional name/email field available for research updates.

Build Logs & Updates

Build 0.2.6 (Latest)

Quality of Life Improvements

  • Minor lighting optimisation - improved performance lighting systems
  • Added unique text element per stage - enhanced player guidance with clearer visual cues and instructions
  • Updated instructions ingame - revised in-game guidance for better user experience and understanding
  • Added flashlight - new gameplay mechanic to enhance exploration in dark environments
  • Updated responsiveness endgame sequence - improved timing and responsiveness of the final experience sequence
  • Added proximity element to GranularWavePlayer - enhanced distance based order/chaos structure based on player positioning

Build 0.2.5

Level Expansion & Audio System Enhancements

  • Added spline progress follower - new audio feature that tracks player movement along defined paths for more precise audio positioning
  • Extended level design with new area - expanded the demonstration with additional explorable space to showcase audio systems
  • Added something new on the ending - enhanced the conclusion of the experience with something special
  • More optimisation - continued performance improvements for better compatibility across hardware configurations
  • Music main patch granular synth tweaks - refined granular synthesis parameters for improved audio quality and responsiveness
  • Control bus mixes for mixing state elements - implemented advanced audio routing system for better control over layered audio elements

Build 0.2.4

Audio Processing & DSP Refinements

  • Fixed granular synth restart issue - resolved click artifacts when the granular synthesizer restarts for smoother audio transitions
  • Volume tweaks to 3D elements - adjusted volume levels for better audio balance
  • Enhanced psyche and terror DSP patches - refined the psychological horror audio processing patches for more effective tension building

Build 0.2.3

Optimization & Low-End Computer Support

  • Performance optimization for low-end computers, ensuring smoother gameplay experience across different hardware configurations
  • Fixed transitions - improved audio and visual transitions for a more seamless experience throughout the demonstration
  • Added granular audio presets over gameplay stages to enhance the audio-driven psychological experience
  • Overall gameplay loop improvements for better player engagement and smoother progression through the experience

Build 0.1.0

Initial Pre-Testing Build

  • Core functionalities - initial pre-testing build featuring the foundation for the experimental audio demonstration

Update History: Each build brings improvements based on user feedback and testing. Download the latest version for the best experience.

About the Developer

Wouter Meijer

Wouter Meijer

Hey! I'm a creative and technical sound designer with over a decade of experience in audio post-production and music. For the past 5 years, I've been specializing in game audio, focusing on the fusion of creative sound design with technical implementation.

Games like Layers of Fear, SOMA, and Hellblade: Senua's Sacrifice have been huge inspirations for me to delve deeper into the realm of psychological horror themes. These experiences sparked my deep interest in exploring audio possibilities and how sound can create genuine emotional impact in interactive experiences.

I work primarily with Unreal Engine and Wwise to create dynamic, responsive audio systems that adapt to gameplay and enhance player immersion through procedural and interactive audio design.

Currently, I'm exploring native audio solutions using MetaSounds and developing custom C++ MetaSound nodes to push the boundaries of what's possible with Unreal Engine's audio system. This approach allows for more efficient, integrated audio solutions that leverage the full power of the engine.

Technical Audio Features

Technical Note: Most of these features are working closely together to showcase the possibilities within MetaSounds with sometimes the help of some custom C++ nodes, that respond dynamically to player behavior and game state changes.