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Dev Diary 3: Immersive Sound Design

[p]Sound doesn’t just exist in TSAREVNA — it lives there. Every whisper of the wind, echo in a corridor, or muffled voice behind the wall obeys its own physical laws. Just as our in-game physics simulate mass and weight, our soundscape follows the acoustic logic of the real world.[/p][p]To achieve this, we use Wwise Spatial Audio — a system that allows us to simulate the real behavior of sound within complex virtual spaces. The result? An environment that feels alive — sound that truly belongs to the world it inhabits.[/p][h3]Building the Acoustic Geometry[/h3][p]Each location in TSAREVNA starts with a layer of acoustic geometry — invisible structures defining the shape, volume, and materials of rooms, halls, and corridors. This is the physical framework that gives sound its “home.”[/p][h3]Defining the Sound Profile[/h3][p]Every space has its own acoustic identity:[/p]
  • [p]A room tone that sets its baseline atmosphere,[/p]
  • [p]A reverb preset tuned to its size and material,[/p]
  • [p]And the absorption strength of its virtual walls.[/p]
[p]A grand temple hums differently than a tight stone tunnel — and that difference tells a story.[/p][p][/p][h3]Portals: Letting Sound Flow[/h3][p]Rooms are connected through portals — invisible thresholds that let sound “travel” between spaces.
Imagine standing indoors during a storm: you hear the wind howling outside. Step through the door, and suddenly, the full chaos surrounds you.[/p][p]That’s exactly what portals do — they let players feel the transition from one space to another.[/p][h3]Reflections and Occlusion[/h3][p]Wwise’s built-in ray tracing system calculates how sound bends, reflects, or fades when blocked by geometry.[/p][p]Standing behind a corner, you’ll hear a muffled echo instead of a direct sound — creating that subconscious sense of distance and realism.[/p][h3]From Ambisonics to Stereo[/h3][p]For ambient layers, we use Ambisonic audio instead of traditional stereo.
While stereo only spreads sound left to right, Ambisonics carries information across three spatial axes — up, down, front, back — plus a global field.[/p][p]This means ambient sounds don’t just surround you — they breathe around you. As the player moves, the audio field shifts naturally, making even static background noise feel alive and reactive.[/p][h3]The Result[/h3][p]This multi-layered approach allows us to craft an atmosphere that doesn’t just decorate the world of TSAREVNA — it defines it.[/p][p]The hum of an ancient hall, the echo of a distant storm, the muffled chant through stone walls — all of it works together to tell the story without a single word.[/p][p]✨ Add TSAREVNA to your Steam wishlist — and be ready to hear the world come alive.[/p][p]
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