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Unreal Audio

Unreal Audio. Lots of Sound Assets. SoundNode SoundCue AudioComponent SoundClass SoundMode. WHAT DOES IT ALL MEAN!?!?. SoundNode. The raw, imported sound file. Currently only 16-bit WAV files are supported. Hence, the term “ SoundNodeWave ” Converting files is easy with Audacity!

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Unreal Audio

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  1. Unreal Audio

  2. Lots of Sound Assets • SoundNode • SoundCue • AudioComponent • SoundClass • SoundMode

  3. WHAT DOES IT ALL MEAN!?!?

  4. SoundNode • The raw, imported sound file. • Currently only 16-bit WAV files are supported. • Hence, the term “SoundNodeWave” • Converting files is easy with Audacity! • Compress audio? I’d love to!

  5. SoundCue • Created in the editor to hold one or more SoundNodes • Why would you ever want to do that? • To add amazing effects! • Let’s look at a few now... • Result is a sound with zero or more effects.

  6. AudioComponent (Engineers) • All SoundCues play through AudioComponent • A general one is used when you call PlaySound • But you can create your own! AudioComponent.SoundCue = SomeSound; AudioComponent.Play();

  7. Sound Mixing • Certain sounds should be louder or softer than others. • Dialog volume should increase and ambient volume should decrease for cutscenes. • Bad solution: manually set sound volumes for each scenario on a case-by-case basis. • Good solution: make use of SoundClasses and SoundModes

  8. SoundClass • Each SoundCue can be assigned to a SoundClass. • Common SoundClasses: • Music • Weapons • Ambient • Dialogue • SoundClass has volume, pitch, reverb settings. • SoundClasses are hierarchical.

  9. SoundMode • Create a “mode” or “configuration” for SoundClasses to be in. • Controls several SoundClasses at one time. • i.e. Cinematic: Lower Ambient SoundClass, Raise Dialog SoundClass, Lower Weapon SoundClass. • Activate a SoundMode, and set it to fade in over a certain period of time.

  10. Sound Mixing Example

  11. Sound Mixing Strategies • Anything above 2.0 volume will not cause noticeable difference in audio. • Except for music, use mono assets to maintain audio consistency across platforms. • Suggested Volume Guidelines: • Dialog: 1.4 • Music: 0.75 • Weapons: 1.1 • Ambience 0.5

  12. SoundActors • AmbientSound • AmbientSoundSimple • AmbientSoundNonLoop

  13. Reverb Volumes • Allows “echo” effects. • Created using the “ReverbVolume” with the builder brush. • SoundClass must have “Reverb” set. • Demo

  14. Going Forward • Come to a consensus on a “sound class hierarchy” and SoundClass default settings. • Come to a consensus on useful SoundModes. • Designers: Start setting SoundModes via kismet, or let engineers know to trigger them via script. • Engineers: Create hierarchy and SoundModes.

  15. Questions

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