{"id":15,"date":"2025-10-01T01:07:01","date_gmt":"2025-10-01T01:07:01","guid":{"rendered":"http:\/\/oscarperla.com\/?page_id=15"},"modified":"2025-11-27T00:55:20","modified_gmt":"2025-11-27T00:55:20","slug":"home","status":"publish","type":"page","link":"https:\/\/oscarperla.com\/","title":{"rendered":"Home"},"content":{"rendered":"<p>[et_pb_section fb_built=&#8221;1&#8243; custom_padding_last_edited=&#8221;on|phone&#8221; disabled_on=&#8221;on|on|off&#8221; admin_label=&#8221;Section&#8221; module_id=&#8221;Start&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; background_color=&#8221;#000000&#8243; custom_margin=&#8221;-22px||0px||false|false&#8221; custom_margin_tablet=&#8221;0px||0px||false|false&#8221; custom_margin_phone=&#8221;-81px||0px||false|false&#8221; custom_margin_last_edited=&#8221;on|phone&#8221; custom_padding=&#8221;43px||47px||false|false&#8221; custom_padding_tablet=&#8221;4px||40px||false|false&#8221; custom_padding_phone=&#8221;5px||50px||false|false&#8221; locked=&#8221;off&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_row column_structure=&#8221;1_2,1_2&#8243; admin_label=&#8221;Row&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; background_color=&#8221;#000000&#8243; custom_margin=&#8221;0px||||false|false&#8221; custom_padding=&#8221;||0px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_image src=&#8221;https:\/\/oscarperla.com\/wp-content\/uploads\/2025\/11\/Persona_module_00.jpg&#8221; title_text=&#8221;Persona_module_00&#8243; admin_label=&#8221;Image&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; max_width=&#8221;41%&#8221; module_alignment=&#8221;left&#8221; custom_margin=&#8221;47px||||false|false&#8221; box_shadow_style=&#8221;preset2&#8243; global_colors_info=&#8221;{}&#8221;][\/et_pb_image][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; header_font_size=&#8221;6px&#8221; header_2_font_size=&#8221;20px&#8221; custom_margin=&#8221;|||-266px|false|false&#8221; custom_padding=&#8221;||0px|25px|false|false&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<h2><span style=\"color: #999999;\">Oscar Perla<\/span><span style=\"color: #3366ff;\"><em> &#8211; Technical Sound Designer<\/em><\/span><\/h2>\n<p><span style=\"color: #999999;\">Full-Stack Audio Professional specializing in XR (VR\/AR) audio architecture and implementation. 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I design systems like Dual-Raycast Occlusion and procedural footsteps not only for technical stability but to ensure the highest fidelity and creative impact in immersive environments. <\/span><\/p>\n<p><span style=\"color: #999999;\">My methodology is underpinned by a rigorous foundation built through my Associate of Arts degree in Music Technology and specialized certificates in Pro Tools Post Production and Game Audio from Foothill College.<\/span><\/p>\n<p>[\/et_pb_text][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; custom_margin=&#8221;-5px|-5px||0px|false|false&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p><span style=\"color: #999999;\">\u00a0This expertise ensures a high standard of technical rigor across the entire pipeline, specializing in Foley creation, clean recording, and mastering. 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custom_margin=&#8221;|auto|0px|auto|false|false&#8221; custom_padding=&#8221;17px||0px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;Implementation&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; title_level=&#8221;h2&#8243; title_font=&#8221;Albert Sans|300|||||||&#8221; title_text_align=&#8221;center&#8221; title_text_color=&#8221;#007FE0&#8243; title_font_size=&#8221;35px&#8221; background_color=&#8221;#000000&#8243; min_height=&#8221;31px&#8221; custom_margin=&#8221;0px||-1px||false|false&#8221; custom_padding=&#8221;0px||0px|||&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_heading][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; disabled_on=&#8221;on|on|off&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; min_height=&#8221;369.8px&#8221; custom_margin=&#8221;2px|auto|0px|auto||&#8221; custom_padding=&#8221;25px||67px|||&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_gallery gallery_ids=&#8221;1300,1299,2004&#8243; gallery_orderby=&#8221;rand&#8221; fullwidth=&#8221;on&#8221; admin_label=&#8221;Gallery&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;1px|||||&#8221; custom_padding=&#8221;0px|||||&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;Dual-Raycast Occlusion&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;0px||0px|||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>This system simulates realistic sound filtering by utilizing a <b>high-performance Dual-Raycast<\/b> logic (C#). It accurately calculates three states\u2014Clear (0), Obstructed (50), and Occluded (100)\u2014and applies the result to a Wwise Low-Pass Filter (LPF) curve. <b>Crucially, it is optimized for VR<\/b> with <b>CPU Throttling<\/b> (<code>0.2s<\/code> interval),\u00a0 focused on low-latency execution and engine physics.<\/p>\n<p>[\/et_pb_text][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; disabled_on=&#8221;off|off|on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; min_height=&#8221;369.8px&#8221; custom_margin=&#8221;2px|auto|0px|auto||&#8221; custom_padding=&#8221;25px||67px|||&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;Dual-Raycast Occlusion&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;0px||0px|||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_gallery gallery_ids=&#8221;1300,1299,2004&#8243; gallery_orderby=&#8221;rand&#8221; fullwidth=&#8221;on&#8221; admin_label=&#8221;Gallery&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;1px|||||&#8221; custom_padding=&#8221;0px|||||&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>This system simulates realistic sound filtering by utilizing a <b>high-performance Dual-Raycast<\/b> logic (C#). It accurately calculates three states\u2014Clear (0), Obstructed (50), and Occluded (100)\u2014and applies the result to a Wwise Low-Pass Filter (LPF) curve. <b>Crucially, it is optimized for VR<\/b> with <b>CPU Throttling<\/b> (<code>0.2s<\/code> interval),\u00a0 focused on low-latency execution and engine physics.<\/p>\n<p>[\/et_pb_text][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; disabled_on=&#8221;on|on|off&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; min_height=&#8221;225.3px&#8221; custom_margin=&#8221;12px||||false|false&#8221; custom_margin_tablet=&#8221;12px||||false|false&#8221; custom_margin_phone=&#8221;12px||||false|false&#8221; custom_margin_last_edited=&#8221;on|desktop&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;RTPC Proximity System (Modular Audio Corruption)&#8221; admin_label=&#8221;Heading&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;||0px|||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>This feature uses <b>C# scripting<\/b> to calculate the normalized distance between the listener and a critical sound source. The value is sent to a Wwise RTPC to drive a <b>modular corruption effect<\/b> (Pitch\/Distortion). Like the occlusion system, it uses <b>CPU Throttling<\/b> to ensure optimal VR performance while creating a dynamic, tension-building effect that scales smoothly with player movement.<\/p>\n<p>[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_gallery gallery_ids=&#8221;1303,1302,1301,2007&#8243; gallery_orderby=&#8221;rand&#8221; fullwidth=&#8221;on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; min_height=&#8221;100px&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; disabled_on=&#8221;off|off|on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; min_height=&#8221;225.3px&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;RTPC Proximity System (Modular Audio Corruption)&#8221; admin_label=&#8221;Heading&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;||0px|||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_gallery gallery_ids=&#8221;1303,1302,1301,2007&#8243; gallery_orderby=&#8221;rand&#8221; fullwidth=&#8221;on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; min_height=&#8221;100px&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>This feature uses <b>C# scripting<\/b> to calculate the normalized distance between the listener and a critical sound source. The value is sent to a Wwise RTPC to drive a <b>modular corruption effect<\/b> (Pitch\/Distortion). Like the occlusion system, it uses <b>CPU Throttling<\/b> to ensure optimal VR performance while creating a dynamic, tension-building effect that scales smoothly with player movement.<\/p>\n<p>[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; disabled_on=&#8221;on|on|off&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;48px||||false|false&#8221; custom_margin_tablet=&#8221;48px||||false|false&#8221; custom_margin_phone=&#8221;48px||||false|false&#8221; custom_margin_last_edited=&#8221;on|desktop&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_gallery gallery_ids=&#8221;1298,1297,1296,1295,1294,1293&#8243; fullwidth=&#8221;on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;0px|||||&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;Environment Architecture (Wwise Spatialization Workflow)&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>This system showcases robust spatial audio architecture using the <b>AkEnvironment<\/b> and <b>AkEnvironmentalPortal<\/b> components within Unity. This configuration allows for dynamic and smooth <b>audio propagation<\/b> and <b>reverberation transitions<\/b> between distinct acoustic zones. 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The implementation proves expertise in the native Wwise\/Unity workflow for managing <b>Auxiliary Bus routing<\/b> efficiently, ensuring <b>CPU optimization<\/b> while maintaining high audio fidelity across the environment.&#8221;<\/p>\n<p>[\/et_pb_text][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; disabled_on=&#8221;on|on|off&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;49px|auto|-5px|auto|false|false&#8221; custom_margin_tablet=&#8221;49px|auto|-5px|auto|false|false&#8221; custom_margin_phone=&#8221;49px|auto|-5px|auto|false|false&#8221; custom_margin_last_edited=&#8221;on|desktop&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;Procedural Footsteps (Speed, Cadence &#038; Surface Logic)&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>Implementation of a robust <b>Timing-Based Footstep System<\/b> that manages both <b>cadence and material detection<\/b>. The script utilizes the Unity <b>CharacterController<\/b> to track velocity, adjusting the step interval (cadence) dynamically via <b><code>Mathf.Lerp<\/code><\/b> for smooth transitions. Simultaneously, a physics check determines the <b>surface material<\/b> (e.g., wood, concrete). This value drives a <b>Wwise Switch Container<\/b>, ensuring the audio is always synchronized with both the <b>player&#8217;s speed<\/b> and the <b>physical environment<\/b><\/p>\n<p>[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_gallery gallery_ids=&#8221;1292,1291,1290,2010&#8243; fullwidth=&#8221;on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;||1px|||&#8221; custom_padding=&#8221;||0px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][\/et_pb_column][\/et_pb_row][et_pb_row column_structure=&#8221;1_2,1_2&#8243; custom_padding_last_edited=&#8221;on|tablet&#8221; disabled_on=&#8221;off|off|on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;|auto|-5px|auto||&#8221; custom_margin_tablet=&#8221;43px||||false|false&#8221; custom_margin_phone=&#8221;43px||||false|false&#8221; custom_margin_last_edited=&#8221;on|tablet&#8221; custom_padding_tablet=&#8221;60px||||false|false&#8221; custom_padding_phone=&#8221;60px||||false|false&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;1_2&#8243; admin_label=&#8221;Column&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_heading title=&#8221;Procedural Footsteps (Speed, Cadence &#038; Surface Logic)&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; title_text_color=&#8221;#B3B3B3&#8243; sticky_enabled=&#8221;0&#8243;][\/et_pb_heading][et_pb_gallery gallery_ids=&#8221;1292,1291,1290,2010&#8243; fullwidth=&#8221;on&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_margin=&#8221;||1px|||&#8221; custom_padding=&#8221;||0px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_gallery][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; custom_padding=&#8221;19px||0px||false|false&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p>Implementation of a robust <b>Timing-Based Footstep System<\/b> that manages both <b>cadence and material detection<\/b>. The script utilizes the Unity <b>CharacterController<\/b> to track velocity, adjusting the step interval (cadence) dynamically via <b><code>Mathf.Lerp<\/code><\/b> for smooth transitions. Simultaneously, a physics check determines the <b>surface material<\/b> (e.g., wood, concrete). This value drives a <b>Wwise Switch Container<\/b>, ensuring the audio is always synchronized with both the <b>player&#8217;s speed<\/b> and the <b>physical environment<\/b><\/p>\n<p>[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;1_2&#8243; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_column][\/et_pb_row][\/et_pb_section][et_pb_section fb_built=&#8221;1&#8243; custom_padding_last_edited=&#8221;on|phone&#8221; module_id=&#8221;Skills&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; background_color=&#8221;#000000&#8243; custom_margin=&#8221;0px||0px||false|false&#8221; custom_margin_tablet=&#8221;0px||0px||false|false&#8221; custom_margin_phone=&#8221;0px||0px||false|false&#8221; custom_margin_last_edited=&#8221;on|phone&#8221; custom_padding=&#8221;0px||67px||false|false&#8221; custom_padding_tablet=&#8221;67px||51px||false|false&#8221; custom_padding_phone=&#8221;81px||80px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_row _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; background_color=&#8221;#000000&#8243; custom_margin=&#8221;16px||0px||false|false&#8221; custom_padding=&#8221;4px||9px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; header_text_color=&#8221;#007FE0&#8243; header_font_size=&#8221;35px&#8221; custom_padding=&#8221;0px||0px||false|false&#8221; text_font_size_tablet=&#8221;&#8221; text_font_size_phone=&#8221;15px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<h1 style=\"text-align: center;\">Technical Kit<\/h1>\n<p>&nbsp;<\/p>\n<p style=\"text-align: left;\">TECHNICAL SOUND DESIGN AND IMPLEMENTATION<\/p>\n<p style=\"padding-left: 40px;\"><span style=\"color: #828282;\">-C# Scripting: Unity integration, custom logic for Game audio systems, and\u00a0 \u00a0VR\/XR optimization.<\/span><br \/><span style=\"color: #828282;\">-Wwise Architecture: Advanced routing, Aux Busses, Game Syncs (RTPCs\/Switches), and SoundBank management.<\/span><br \/><span style=\"color: #828282;\">-Engine Integration: Unity, Physics integration (Raycasting, Triggers, Colliders), Animation Events.<\/span><br \/><span style=\"color: #828282;\">-Performance Optimization: CPU Throttling, low-latency system design, and memory management.<\/span><br \/><span style=\"color: #828282;\">-Spatial Audio: HRTF, AkEnvironmentalPortals, and custom spatialization logic.<\/span><br \/><span style=\"color: #828282;\">-Version Control: Git, GitHub.<\/span><\/p>\n<p style=\"text-align: left;\">AUDIO PRODUCTION AND POST-PRODUCTION<\/p>\n<p style=\"padding-left: 40px;\"><span style=\"color: #828282;\">-Foley and Field Recording: Source acquisition, clean recording techniques, and studio setup.<\/span><br \/><span style=\"color: #828282;\">-Sound Design: Procedural\/Generative sound, synthesis, and creative audio layering.<\/span><br \/><span style=\"color: #828282;\">-Mixing and Mastering: Post-production standards (Pro Tools Certified), dialogue\/VO editing.<\/span><br \/><span style=\"color: #828282;\">-Audio Editing: Advanced use of restoration suites (iZotope RX) for clean source material.<\/span><br \/><span style=\"color: #828282;\">-Music Implementation: Dynamic music systems and MIDI implementation.<\/span><\/p>\n<p style=\"text-align: left;\">SOFTWARE AND TOOLS<\/p>\n<p style=\"padding-left: 40px;\"><span style=\"color: #828282;\">-Game Middleware: Wwise, FMOD.<\/span><br \/><span style=\"color: #828282;\">-Digital Audio Workstations: Pro Tools (Certified), Ableton Live, Logic Pro.<\/span><br \/><span style=\"color: #828282;\">-Audio Restoration and Plugins: iZotope RX Suite, Waves Plugins, Celemony Melodyne, etc.<\/span><br \/><span style=\"color: #828282;\">-Engine and Support: Unity Engine, Adobe CC Suite, Maya, Blender, FinalCut (Video\/Graphics),<\/span><br \/><span style=\"color: #828282;\">-Languages: Bilingual (Spanish\/English).<\/span><\/p>\n<p>[\/et_pb_text][\/et_pb_column][\/et_pb_row][\/et_pb_section][et_pb_section fb_built=&#8221;1&#8243; 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_module_preset=&#8221;default&#8221; title_level=&#8221;h2&#8243; title_font=&#8221;Albert Sans|300|||||||&#8221; title_text_align=&#8221;center&#8221; title_text_color=&#8221;#0C71C3&#8243; title_font_size=&#8221;29px&#8221; custom_margin=&#8221;0px||0px||false|false&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_heading][et_pb_text _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; text_font_size=&#8221;18px&#8221; text_font_size_tablet=&#8221;18px&#8221; text_font_size_phone=&#8221;16px&#8221; text_font_size_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<p style=\"text-align: center;\"><span>Please enter your information below along and I will respond as soon as possible.<\/span><\/p>\n<p>[\/et_pb_text][et_pb_contact_form captcha=&#8221;off&#8221; email=&#8221;oscar.perlarojas@gmail.com&#8221; success_message=&#8221;Thank you for contacting !!&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; 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button_one_border_width__hover_enabled=&#8221;off&#8221; button_two_border_width__hover_enabled=&#8221;off&#8221; button_border_color__hover_enabled=&#8221;off&#8221; button_one_border_color__hover_enabled=&#8221;off&#8221; button_two_border_color__hover_enabled=&#8221;off&#8221; button_border_radius__hover_enabled=&#8221;off&#8221; button_one_border_radius__hover_enabled=&#8221;off&#8221; button_two_border_radius__hover_enabled=&#8221;off&#8221; button_letter_spacing__hover_enabled=&#8221;off&#8221; button_one_letter_spacing__hover_enabled=&#8221;off&#8221; button_two_letter_spacing__hover_enabled=&#8221;off&#8221; button_bg_color__hover_enabled=&#8221;off&#8221; button_one_bg_color__hover_enabled=&#8221;off&#8221; button_two_bg_color__hover_enabled=&#8221;off&#8221;][\/et_pb_contact_field][et_pb_contact_field field_id=&#8221;Phone&#8221; field_title=&#8221;Phone&#8221; fullwidth_field=&#8221;on&#8221; _builder_version=&#8221;4.23.3&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_contact_field][\/et_pb_contact_form][\/et_pb_column][\/et_pb_row][\/et_pb_section]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Oscar Perla &#8211; Technical Sound Designer Full-Stack Audio Professional specializing in XR (VR\/AR) audio architecture and implementation. My core value is the ability to own the audio pipeline from source recording and mastering to high-performance C# deployment in Unity\/Wwise. I design systems like Dual-Raycast Occlusion and procedural footsteps not only for technical stability but to [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"on","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"class_list":["post-15","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/pages\/15","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/comments?post=15"}],"version-history":[{"count":883,"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/pages\/15\/revisions"}],"predecessor-version":[{"id":2024,"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/pages\/15\/revisions\/2024"}],"wp:attachment":[{"href":"https:\/\/oscarperla.com\/index.php\/wp-json\/wp\/v2\/media?parent=15"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}