The Unreal Engine Audio Primer
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 sure that sound loops within the game. Once this is done, you can drag the imported audio file into the level, doing this creates an AmbientSound actor that references the file from the content browser. Forgot to mention, if you edit the original track and have an updated version of it; right-click on the file and press re-import - this updates the file to the current version.Here is a video that I made, there are two ambience tracks in the rooms that have been spatialized and not spatialized - In Raybould's article, he says that ambiences should not be spatialized to give the ambience its existence in that space.
Source Loops
Source loops are sounds for objects in the level, for example, I did a demonstration of a static car model idling in the level. These sounds should be looped as they should fit the environment. In Raybould's article, he says mono sounds should be for smaller objects, or stereo sounds for larger objects to convey the space they are in.
Creating a sound attenuation asset makes it easier to have the same sort of attenuation setting across multiple objects.
One Shots
That's all I'm going to post for this at the minute as I want to go more in-depth with some of the topics in this great article.
Stay Tuned!
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