Unreal engine audio Asbjoern Andersen


Just came across this great presentation of the new Unreal Audio Engine from GDC ’17 – here’s what’s in store:

Aaron McLeran, Senior Audio Programmer, Epic Games gives a technical presentation of the new multiplatform Unreal Audio Engine. Starting with a brief architectural description and walkthrough of the old audio engine and its varied technical challenges, he’ll outline the core design pillars of the new audio renderer.

He’ll then give several demos of the audio renderer in action, describe how it’s used in Epic’s upcoming VR game, Robo Recall, and what’s available now in Unreal Engine 4.15.

He then gives a walkthrough of several exciting features which are coming to Unreal Engine 4.16, such as real-time synthesis, dynamic DSP effects, and physical audio propagation modeling via third-party collaboration.

Finally, he demonstrates the steps to create a synthesizer from scratch and playing in a level in 30 seconds.

Watch the presentation below:

Video Thumbnail

Thanks to Barney Oram for finding this.

 

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    The Electrical Energy collection is a series of more specified design elements that I created – Impacts and Powerups.  Meant to be used in Weapon or UI design they should be flexible enough to be used as stand-alone effects or layers in more complex sounds.

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    This library was designed from scratch by recording highly unconventional metal sources with a cello bow and processing them (see one example in video). Great care was taken during the recording and editing process to ensure maximum flexibility of these sounds.  The recording was done at 24/192kHz using the Sennheiser MKH 2050 mic which captures frequencies up to 50kHz.  All processing and design was then performed at 192kHz.

    Bonus – Forge Sound Design Tool Sample Map

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