Tempo Punk — Audio Systems Architecture for a Rhythm FPS

Role: Audio Systems Architect & Programmer · Co-Founder, Matima Studio · Duration: 2023–present ·Team: 5 · Engine: UE5 ·Platforms: Windows · In Development
MetaSounds Quartz C++ Blueprints UE5 FMOD

The Project

Tempo Punk is a rhythm-based first-person shooter set in a cyberpunk world. Music isn’t background — it’s the core gameplay mechanic. Every shot, reload, dash, enemy spawn, and level event synchronizes to the beat. The game features procedurally driven levels, boss fights, an upgrade shop, leaderboards, and a planned music import system.

The game has been showcased at multiple industry events (Digital Dragons, TwitchCon, GameOn, Busan Korea) and has received funding through the EU GameTech accelerator program and Epic MegaGrants.

Links: Steam page


My Role

I’m the audio systems architect and programmer on a 5-person team. In practice the role extends well beyond audio — I own all audio systems and the game framework systems (GameState, GameInstance, GameMode). I also contribute to gameplay programming, handle music licensing, represent the studio at events, produce trailer audio, and write technical documentation. I manage my own work end-to-end: breaking features into tasks, planning sprints, and managing my workload to meet deadlines.


What I Built

Core Rhythm Subsystem (C++)

The foundational system that synchronizes all gameplay to music. Provides beat events, quantization, accuracy detection, and timing data to every other system in the game.

BPM-driven SFX — the quick reload sound sequence stretches and compresses to stay locked to the active track's tempo

Procedural Music System (MetaSounds)

Generates and manages dynamic music that responds to gameplay state.

The Music Manager handles two key runtime behaviors — switching intensity layers based on combat state, and managing transitions between song sections. Both are demonstrated below:

Music intensity switching — layers add and drop based on encounter state (floor combat → boss → cooldown)
Music section management — the system handles section transitions, looping, and progression through a track's structure

Sound Design & Implementation

Designed and implemented 50+ sound effects across weapons (shotgun, revolver, mortar, pistol), player actions (footsteps, jump, dash, slide, damage, death), enemy AI (death, hit, spawn, melee, projectile), bosses (voice stingers, explosions, rocket barrage), and environment (city ambience, doors, UI). Produced “Mother” voice performances for trailer and tutorial.

The SFX implementation relies on custom MetaSound templates I built for three core behaviors:

Accuracy-reactive sound playback — Weapons produce different SFX depending on how close the player’s shot is to the beat. A perfect-beat hit, a near-miss, and an off-beat shot each trigger distinct sound variations, giving immediate audio feedback on timing accuracy:

Beat accuracy SFX — the shotgun produces different sounds for on-beat, near-beat, and off-beat shots

Looping sounds with tails — Sustained sounds (like a hovering enemy) need to loop cleanly during gameplay and then play a natural fade-out tail when the source stops. The MetaSound template handles the transition from loop to tail seamlessly:

Looping with tail — the enemy hover sound loops during flight and transitions into a natural decay on stop

Randomized modulation for repeating sounds — Sounds that fire frequently (footsteps, rapid-fire weapons, UI ticks) need variation to avoid listener fatigue. The template applies randomized pitch, timing, and modulation per trigger:

Sound randomization — repeated triggers produce subtle variations swapping sound layers, adjusting pitch and modulation to keep audio feeling organic

Audio Mixing & Spatialization

Designed and implemented the full mixing system from scratch: sound class hierarchy, control bus routing, submixes, parameter patches, attenuation, concurrency rules. Built a music compressor. Multiple full mixing passes across the project lifecycle. Audio priority hierarchy for managing dozens of simultaneous sources during combat.

Convolution reverb — Implemented a convolution reverb system (built twice — once initially, once after a full audio refactor). Volume-based reverb zones shape the acoustic character of each space in the game:

Convolution reverb volumes — different spaces apply distinct impulse responses, shaping the acoustic environment as the player moves through levels

3D spatial audio — Full spatialization system for positional sound sources. The visualization below shows how sound sources are placed and attenuated in 3D space:

Spatial audio with 3D debug visualization — sound sources positioned and attenuated in world space

Randomized spatial ambience — A system for placing ambient sound emitters throughout levels with randomized positioning and timing, creating a living soundscape without manually scripting every source:

Randomized spatial ambience — procedurally placed ambient emitters create varied environmental soundscapes

Gameplay Programming

Pipeline & Tooling


Key Challenges & Solutions

Frame-accurate rhythm synchronization across hardware: The entire game depends on audio and gameplay being synchronized to within a fraction of a frame. Replaced an early animation-driven timing approach with a Quartz timestamp-based system.

Supporting both procedural and licensed music: The game needed to work with dynamically generated music and pre-existing licensed tracks through a single unified system. Designed the Music Manager architecture to abstract away the source — both types feed into the same rhythm subsystem, beat matching, and intensity layer logic.

Music licensing on a tight budget: Approached ~100 artists, labels, and publishers. Secured 15 licensed tracks from 14 artists (combined ~1.5M monthly Spotify listeners) on a €7,000 budget by drafting all synchronisation agreements from scratch and designing a milestone-based payment structure.


Tools & Tech

Unreal Engine 5.3, C++, Blueprints, MetaSounds, Quartz, Reaper, Ableton Live Suite, Google Analytics, Steam SDK, ClickUp, ElevenLabs

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