During the first week, I messed around with all the audio effects I could find native to Unity. The idea is to see how they are used and alter them, If I can tap into these then later ill be able to build logic that affects them.
for example, if I put a wall into the scene, I'll be able to toggle the reverb filter and do some maths to calculate how strong it should be if the audio source is being blocked. Of course, I'm not a sound designer, so I'm hoping that Ian will be able to clarify with me how different sounds interact with the environment.
I added a basic first-person controller to easily control where the audience member is, For the first test I had just a random piece of music I found, it probably has effects already on it, so when Ian gets me some proper audio samples'll be able to start making more detailed changes.