I'd like our wind/water zones to have more organic audio:
A) Prefabs of wind and water zones could contain their looping audio files and start at different points in the clip, player proximity with spatial audio sources.
B.) We could have the wind/water sounds be singlular and global and the player hears a randomized sliver of these, also based on proximity.
Some other polish:
Randomized bounce sound effect on collision with environmental objects.
Randomized Pot sound in conjunction with a win noise.
I'd like our wind/water zones to have more organic audio: A) Prefabs of wind and water zones could contain their looping audio files and start at different points in the clip, player proximity with spatial audio sources. B.) We could have the wind/water sounds be singlular and global and the player hears a randomized sliver of these, also based on proximity.
Some other polish: