
During a one-month period, Lyong Yee developed the foundational audio subsystem for the SliceEngineRepo game engine, focusing on FMOD integration and initial playback capabilities. Leveraging C++ and CMake, Lyong implemented path-based asset loading and refined the build system to support audio assets, ensuring seamless integration of audio features into the engine’s workflow. This work established the groundwork for future audio management and audio-centric gameplay, addressing both technical and usability requirements. The depth of the implementation is reflected in the careful handling of asset paths and build processes, providing a robust starting point for further audio feature development within the engine.

Month: 2025-09 — Delivered foundational audio subsystem initialization with FMOD integration in chaseugodfrey/SliceEngineRepo, including path-based asset loading and build-system refinements to support audio assets. This work enables initial audio playback, sets the stage for future audio features, and improves engine usability for audio-centric gameplay experiences.
Month: 2025-09 — Delivered foundational audio subsystem initialization with FMOD integration in chaseugodfrey/SliceEngineRepo, including path-based asset loading and build-system refinements to support audio assets. This work enables initial audio playback, sets the stage for future audio features, and improves engine usability for audio-centric gameplay experiences.
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