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Ambient and Procedural Sound Design UE5 Course 27-08-22

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 Ambient and Procedural Sound Design - Richard Stevens and Dave Raybould So I've started making notes and going through the Epic Games course on Ambient and Procedural Sound Design. I went through some university documents to get an overall grasp of Unreal, also the primer from Dave Raybould was a valuable resource to get my groundings on implementation in UE5. I made this demo to demonstrate what I had learned and read from multiple sources, so the next step was to start the course on Ambient and Procedeural Sound Design which you can find here . This is the first section of the course I have demonstrated in the video below.  I have imported some sounds from the SONISS GDC collection of free sounds which you can find here .  This is all I have at the moment but its a great experience learning this engine and how audio can be imported into it. Will keep this blog posted with new updates in my learnings. Stay Tuned :D

The Unreal Engine Audio Primer

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The Unreal Engine Audio Primer by Dave Raybould This will be my blog demonstrating the findings and demonstrations through Dave Raybould's 'How to quickly get started with game audio in Unreal Engine ' which you can find here .  Importing Sounds Let's start with importing sounds to the contents drawer. The file types supported by unreal are mono, stereo, 5.1 and ambisonic tracks, WAV files, AIFF, FLAC, OGG Vorbis - finally, the audio files that are imported can be any sample rate but they need  to be a bit depth of 16bit. It is best to create a folder dedicated to the audio you import into the contents drawer.  Area Loops Area loops are the sounds that build up the overall background noise, like a room tone that produces partial sound to give the atmosphere a character to the level. They need to loop seamlessly. In my demo, I used a rain loop from the SONISS GDC library as an example. Once the sound is imported you double-click on it, and press looping - this makes s...

How Sound Works In The Digital Domain

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First actual post. Please correct me if any of this information is wrong. Sound works digitally by two main concepts. Signal Flow Sample Rate and Bit Depth Signal flow is how sound travels, be it from a mixing console to a PA system, or an audio interface going into a computer. Knowing the signal path of an audio setup can help when to troubleshoot issues - by pinpointing the source of where the problem may be, will definitely help in saving time and resources.  Sample Rate & Bit Depth Sample Rate is the measurement of samples per second from a digital audio signal, to put it short. The sample rate determines the range of frequencies captured in digital audio (iZotope, 2019). The higher the sample rate, means there are more measurements per second of digital audio. 48kHz is standard for professional recording, in my case of field recording; I use 96kHz which allows me to record and edit sounds with more control over aliasing when either stretching or altering/pitching dow...

Introduction

Hi, I'm Joe!  I am a Music Technology Student going into my final year of university. This blog is going to be a place for my ideas, learnings and notes on the topics of game audio and sound design. I will be going through the Game Audio Learning Roadmap  which will be a valuable resource for me to develop my understanding of audio implementation and sound design. Can't wait to get my thoughts and learnings down on this page!  Stay tuned. 👀