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 explores the potential of combining traditional and experimental systems in a modular way for interactive music. The goal was to discover how these techniques can play an important role in achieving immersive stress in games, particularly testing if it's possible to morph from neutral music into something ominous purely through DSP techniques.

The musical foundation is built on 3 instrument layers (Bass, Harmony, Drums) with 2 phases, each having intensity variations and outro segments. Each layer can receive individual processing treatments - pitch shifting, reverb, distortion, and granular synthesis - while being routed to separate 3D or 2D audio buses that contain their own unique processing chains. This allows for complex spatial and timbral manipulation where, for example, the drum layer might get pitched down and sent to a 3D reverb bus while the harmony layer gets granular treatment on a 2D ambient bus.

Everything else beyond the base music layers is achieved through a combination of the audio mechanics presented below, creating dynamic results that respond to player behavior and game state. The system uses MetaSounds with custom C++ nodes to push the boundaries of real-time audio manipulation in psychological horror contexts.

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

Behind the Audio

Build 0.3.0 (Current): This is a teaser of the 0.3.0 build, which will be my last build to wrap up the experiment. In this video, I show some of the audio mechanics that are mostly DSP (Digital Signal Processing/FX) elements being applied in real-time based on gameplay parameters.

Build 0.2.0 (Previous): Earlier version demonstrating the foundational MetaSounds audio system and initial gameplay parameter implementation.

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 shared soon in a comprehensive blog post.

💡 Help & Information

💻 Technical Specifications

  • Storage: ~1900MB 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.

  • Portal Teleportation Bug: When going through portals, there's a chance you don't correctly teleport and walk straight out of the map. If this happens, just enter the door back and it should work properly.
  • Audio Stutter on Older Hardware: There's a chance of audio stutter if your PC has an older CPU and heavy CPU processes running. This build uses many DSP techniques, and while optimization was done, it's time-consuming to address everything within the scope of the experiment.
  • 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.

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
Testing phase is over
📊 View Experiment Results
Results will be shared soon

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

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

Important Note: These features work together in various innovative ways, utilizing unpredictability, proximity-based solutions, and real-time adaptation to showcase the possibilities within MetaSounds (with some custom C++ nodes), creating a cohesive psychological horror audio experience that responds dynamically to player behavior and game state changes.