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Explore the intricacies of Unreal Engine's audio system, covering essential elements like SoundNodes, SoundCues, AudioComponents, SoundClasses, and SoundModes. Learn how to use SoundNodeWave files, create complex audio setups to enhance your project, and utilize effective sound mixing strategies. Discover the importance of sound hierarchy and how to manage volumes for dialogue, music, and ambiance efficiently. This guide provides valuable insights for both designers and engineers in creating immersive audio experiences in games.
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Lots of Sound Assets • SoundNode • SoundCue • AudioComponent • SoundClass • SoundMode
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!
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.
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();
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
SoundClass • Each SoundCue can be assigned to a SoundClass. • Common SoundClasses: • Music • Weapons • Ambient • Dialogue • SoundClass has volume, pitch, reverb settings. • SoundClasses are hierarchical.
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.
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
SoundActors • AmbientSound • AmbientSoundSimple • AmbientSoundNonLoop
Reverb Volumes • Allows “echo” effects. • Created using the “ReverbVolume” with the builder brush. • SoundClass must have “Reverb” set. • Demo
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.