Microphone input and candle behaviour

Keep The Light On

I set two microphone thresholds to tell speaking from blowing, then used them to change the candle, wind and light radius. I programmed the movement, enemy behaviour and puzzle state for the Windows build. My teammates made the art.

Role
Sole Programmer
Context
Team project
Status
Released Windows build
  • Unity
  • C#
  • Puzzle gameplay
Keep The Light On puzzle game cover image
Team-created cover art for the Windows puzzle game. I implemented the game code, including microphone, enemy and puzzle behaviour.

My role

I implemented all game code for the team’s Windows puzzle release. My teammates created the visual assets, which I integrated into the game.

My contribution

  • Classified microphone samples with configurable speaking and blowing thresholds, then used those results to drive candle, wind and light-radius reactions.
  • Connected movement, sprint and stamina to enemy patrol, chase and hiding behaviour.
  • Implemented puzzle sequences and ScriptableObject-backed scene state, then integrated teammate-created visuals into the Windows build.

Design decisions

Microphone input as interaction
Speaking and blowing thresholds connect microphone input to candle, wind, and light-radius behaviour.
Shared puzzle state
ScriptableObjects carry puzzle and scene state across the compact game flow.

What was hard

Connecting microphone input to readable gameplay reactions.
Used speaking and blowing thresholds to drive candle, wind, and light-radius changes.

Outcome and evidence

The team published a downloadable Windows puzzle game with microphone-driven interaction and the connected enemy and puzzle systems.

  • The source keeps microphone thresholds and scene/puzzle configuration in ScriptableObjects. The Windows build is publicly downloadable.

Team credits

  • Other team members created the visual assets integrated into the released build.

What I learned

The microphone classification and the reactions consuming it needed distinct responsibilities. Configurable thresholds gave me a place to tune input without duplicating the puzzle rules.