unreal audio

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Unreal Audio 1

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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! - PowerPoint PPT Presentation

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Page 1: Unreal Audio

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Unreal Audio

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Lots of Sound Assets

• SoundNode• SoundCue• AudioComponent• SoundClass• SoundMode

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WHAT DOES IT ALL MEAN!?!?

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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!

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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.

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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();

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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

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SoundClass

• Each SoundCue can be assigned to a SoundClass.• Common SoundClasses:– Music– Weapons– Ambient– Dialogue

• SoundClass has volume, pitch, reverb settings.• SoundClasses are hierarchical.

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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.

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Sound Mixing Example

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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

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SoundActors

• AmbientSound• AmbientSoundSimple• AmbientSoundNonLoop

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Reverb Volumes

• Allows “echo” effects.• Created using the “ReverbVolume” with the

builder brush.• SoundClass must have “Reverb” set.• Demo

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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.

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Questions