Unreal Engine Audio Primer Tutorial Asbjoern Andersen


Ready to start working with sound in Unreal Engine? Here, Dave Raybould — Senior Lecturer at Leeds Beckett University & co-creator of the Ambient and Procedural Sound Design course on the Epic Online Learning site — shares this hugely useful primer, complete with video guides:
A primer by Dave Raybould
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    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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So, you’re wanting to get started with audio in Unreal..? Not sure where to start..? This article will provide you with a quick primer to get you up and running with sound in Unreal fairly quickly:

We’ll cover the basics of getting sounds into the engine, and then how you can get a functioning ambience going, with looping sounds, distance attenuations, spatializations, randomly timed one-shots, reverbs, and basic interactions.

All of which should stand you in good stead for creating interesting and compelling sonic environments that can help bring your game world to life.

 

 

Importing Your Sounds

The first step along the way to becoming an Unreal audio wizard is to be able to get your sounds in to the engine. Now, thankfully, this is actually pretty simple!

It’s probably worth creating a folder within your project’s structure for your sounds to make organizing things a little easier – simply right-click in the Content Browser and select ‘New Folder’

Unreal supports mono, stereo, 5.1, and ambisonic files, a few file formats (wav, aiff, flac, ogg vorbis), any sample rate, and a bit depth of 16bits (that last one is non-negotiable).

There are 2 ways to get your sounds into Unreal – with both methods you can import multiple files:

1. You can use the ‘Import’ button in the Content Browser, and then navigate to the sounds you want to import
2. You can simply drag and drop your sounds from Explorer (or Finder if you’re on Mac)



Unreal Engine Audio Tutorial: Importing Sounds


Importing sounds

Once you’ve got your sounds in to the Content Browser, you’ll notice that they’re marked as ‘dirty’ with a little asterisk on their icons. This means you need to save the assets that Unreal has generated otherwise they’ll be lost when you close the project.

It’s worth noting that the sounds themselves are not moved or copied into your project – Unreal generates a .uasset file for each sound as you import it.

UE-audio-tutorial-01

If, at a later stage you decide that you wanted to rework one of the sounds that you’ve imported, then once you’ve edited the original source sound, you can right-click the asset within the Content Browser, and ‘Reimport’ the original source – you can also replace the asset with a new file (again maintaining all your references) by using the ‘Reimport with New File’ option. This means that any references to that asset within your project automatically update and your new sound is used throughout your project – which is handy!

UE-audio-tutorial-02

About Dave Raybould:

Dave Raybould – the author of this primer – literally wrote the book on game audio implementation, and he’s co-created Ambient and Procedural Sound Design course on the Epic Online Learning site. Also, check him out on Twitter @TheNewTeed

 

Area Loops

Area loops are generally used to provide the background to an area or space – think of these as the underlying bed of your game’s sound – akin to ‘room tones.’ You probably want these to be at least stereo sounds (or quad, or higher, if you’re working in multi-channel), this will help your space feel more believable as there will be some inherent width to your sound already. You’re also going to need to ensure that your sounds will loop properly within your DAW (there are plenty of guides out there on how to do this in all flavours of DAWs). When designing your area loops, you probably want to keep them relatively simple, as anything ‘interesting’ that pops out will do so each time the sound loops round, and this can become noticeable.

Once you’ve got your area loop sounds in to Unreal, you’ll need to either double-click the asset, or right-click and select ‘Edit.’ In the Details window that opens up, you’ll need to enable Looping so that your sound loops within the game.

UE-audio-tutorial-03

You can then simply drag your sound from the Content Browser into your level to create an AmbientSound actor that references your sound. You can use the Attenuation Settings to ensure that the sound can be heard across the entire area you want it to be. It is possible to create separate attenuation assets that can be re-used across multiple sounds, but for the sake of speed, we’ll just use the ‘override’ settings in the AmbientSound actor itself.

With the newly created AmbientSound actor selected, scroll through the Details window to the Attenuation section, and enable the Override Attenuation property.

UE-audio-tutorial-04

Now, you’re able to use the properties within the Attenuation Distance section to define how much of an area the sound will cover.

(For a full breakdown of the attenuation settings, you can check out the official Unreal Engine Documentation online)
[tweet_box]How to Quickly Get Started With Game Audio in Unreal Engine — an essential primer[/tweet_box] In the image below you can see an AmbientSound actor with a Sphere Attenuation Shape and two orange spheres within the editor that depict the Inner Radius and the Falloff Distance. The Inner Radius defines the distance within which the sound will be at full volume, and the Falloff Distance defines the distance at which the sound will be fully attenuated and will stop playing. The Attenuation Function defines how the engine handles this attenuation over distance, in this case it’s using a Linear function.

UE-audio-tutorial-05

You can choose from a range of Attenuation Functions – it’s worth experimenting with these to find the one that best suits your sound and usage.

UE-audio-tutorial-06

You can also choose from a range of Attenuation Shapes – it makes sense to use the shape that best suits the area you want to cover with your sound.

UE-audio-tutorial-07

If you use a different shape than Sphere, the distance properties will change – for example, if you use a Box shape, then you get an Extents property instead of the Inner Radius, which makes sense given the shape.

UE-audio-tutorial-08

For area loops, it makes to set your ‘inner’ distance (that which defines the full volume area) to be roughly that of the space you want to cover, and then you can use the ‘outer’ distance (falloff) to give you a ‘transition’ area as you move between different spaces.

In this video there are two hypothetical spaces (a cave and a jungle) – they’re both just simple boxes for the purposes of demonstration, but you’ll see how the inner attenuation distance has been set to roughly cover the entire space, and then the outer distance is being used to transition between the two spaces.



Unreal Engine Audio Tutorial: Area Loops


Area Loops

One other thing that you should bear in mind is whether you want your area loops to be spatialised within the game. This is entirely your choice, but the general rule is that they should not be spatialised (the sounds in the video above are not spatialised) – this means that the sounds will appear to just ‘exist’ in that space and not come from a specific location, and so won’t pan as the player moves around. Having area loops that are spatialised can feel disconcerting.

You can switch spatialization on and off using the Enable Spatialization property within the Attenuation Spatialization section (we’ll look at this section and its settings in the Source Loops section later).

UE-audio-tutorial-09

This video gives a quick demo of the difference between spatialised and non-spatialised area loops.

 



Unreal Engine Audio Tutorial:  Spatialization Comparison


Spatialization Comparison



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Source Loops

Source loops are the sounds for specific objects / things in your world (but obviously, only those that would produce a looping sound – we’ll cover ‘non-looping’ objects next…). For example, there might be a generator-like machine within one of your spaces, or a waterfall in an outdoor space. These sounds would typically be mono, but you could use stereo if the object is large and you want to embed some natural width to the sound. Again, as with area loops, you’re going to need to ensure that your sound loops correctly.

Once you’ve got your sounds into the engine, and have edited the assets to make them looping sounds, you can drag them into the editor and position them in the same world location as your visual asset.

UE-audio-tutorial-10

Now you can set up your attenuation settings to create the falloff behaviour you want from you sound, in terms of how far your sound should be audible as you move away from the object. The most typical Attenuation Shape for use with source loops would be Sphere as this emulates how sound propagates in the real world, but other shapes are available – choose the one that best suits the intended purpose and behaviour of your sound. The same goes for the Attenuation Function – choose the one that sounds best for your sound and situation.

Given that we want our source loops to actually come from the object that is producing the sound, we want to make use of the Spatialization settings, and so you’ll need to set the Enable Spatialization property to true.

UE-audio-tutorial-11

This then allows you access to the settings that determine how the sound will be spatialized within your game. There are 2 Method options available within the Unreal engine by default:

UE-audio-tutorial-12

If your game is going to be played on speakers (at any point), then you’re probably best off leaving the option set to Panning, but if you know that your players will be using headphones, you can make use of the Binaural option.

It’s worth experimenting with the Non-Spatialized Radius property, particularly if your object/sound is supposed to be quite loud and enveloping when up close – this can help reduce the sense of ‘sudden flipping’ that can occur when a point source sound moves across the player’s position (either because the sound itself is moving or because the player moves). This property defines a distance within which the sound will start to transition from fully spatialized (outside this distance) to being fully non-spatialized (at the sound’s origin).

 



Unreal Engine Audio Tutorial: Non-Spatialized Radius


Non-Spatialized Radius

Something to think about with source loops is the use of multiple AmbientSound actors (each playing a separate sound) to create layers within your sound that come in at differing distances – this can help emulate the fact that different levels of detail are audible within sounds at different distances.

 



Unreal Engine Audio Tutorial: Layering Source Loops Over Distance


Layering Source Loops Over Distance

There are other ways of achieving this same effect, but this is a pretty quick method and gives you quite a bit of control over how the different layers come in and out over distance.

If at this point you find yourself setting up the same sound across multiple objects / locations within your level, you may want to think about creating a Sound Attenuation asset so that you can re-use this and assign it to your AmbientSound actors. To create an Attenuation asset, simply right-click in your Content Browser and go to Sounds / Sound Attenuation.

UE-audio-tutorial-13

You can then open the asset and set up your attenuations and then within the AmbientSound actors assign this to the Attenuation Settings property (you’ll need to disable the Override Attenuation).

UE-audio-tutorial-14

 

Take things further with the Ambient and Procedural Sound Design course:

The Ambient and Procedural Sound Design course on the Epic Online Learning site was produced by myself and Richard Stevens, and takes you through the principles of audio implementation within the Unreal Engine. We cover topics such as asset management and organization, looping sounds, one shots, attenuations, spatialization, occlusion, and procedural systems for the control and playback of sounds using both Sound Cues and Blueprints. By the end of the course, you should have a good understanding of interactive audio principles, and you’ll have the tool and knowledge to implement effective ambient sound into your games. The course comes with a full game world project that you can download that contains a fully populated level along with an ‘empty’ level (sound-wise) that you can use to follow along with the various techniques as we go.

Learn more about the course here

 

One Shots

So far, we’ve been using simple looping sounds to create the basis of a space’s sound, but if want to do anything more ‘complicated’ than playing back a single looping sound, then we’re going to need to look at the Sound Cue system – we can use this to create ‘systems’ that govern how sounds are played back within Unreal. For example, we may want to create a system that plays back a randomly selected bird sound at randomly timed intervals – while this may sound like quite a complex thing to build yourself, this can be achieved relatively easily through Sound Cues.

To create a new Sound Cue asset, right-click in the Content Browser, and go to Sounds / Sound Cue.

UE-audio-tutorial-15

You can then double-click the newly created asset to open the Sound Cue Editor.

UE-audio-tutorial-16

You can add new nodes to the Sound Cue by right-clicking in the empty space and selecting from the available list – if you have one or more Sound Wave assets selected in the Content Browser when you do this, then you get some ‘contextual suggestion’.

UE-audio-tutorial-17

Let’s have a look at how we might create the birds example from above to get a feel for how Sound Cues work…

In the image below, there are 4 different variations of a bird call all connected to a Random node followed by a Delay node, and then a Looping node.

UE-audio-tutorial-18

So, when this Sound Cue is activated, the Delay node is triggered which causes the system to pause for a period of time, after which one of the bird calls is randomly selected and played. The system then ‘loops’ and after another pause, another bird sound is selected and played. This continues for as long as the Sound Cue is active – it is the system that ‘loops’ rather than the sound itself that loops.

All of the nodes within a Sound Cue have their own unique set of properties, which you can access and change in the Details window. For example, the Delay node allows you to set Min and Max time values, meaning that you could (as illustrated below) create a system that produces a bird call sound at a random time between 1 and 12 seconds.

UE-audio-tutorial-19

Sound Cues can be assigned to AmbientSound actors in the same way as simple Sound Waves, and so they can be placed in the level, and as they are an ‘asset’ they can easily be re-used multiple times. Not only does this make populating your worlds with sound a little quicker, it also means that if you use randomly generated times for the Delay node it can help you to produce non-repeating environments due to the changing combinations of sounds as the player moves around.

 



Unreal Engine Audio Tutorial: One Shot Sound Cue System


One Shot Sound Cue System

 

Reverb

Reverb is obviously fairly important for creating a convincing environment, and luckily it’s pretty simple to set up within Unreal – we can define different areas within our level, and assign appropriate reverbs to each one.

The first step is to create an Audio Volume within the level and set it’s location, shape, and size to match the space. From the Place Actors tab, go to Volumes and drag an Audio Volume into your level.

UE-audio-tutorial-20

To start with your Audio Volume will just be a small wireframe cube

UE-audio-tutorial-21

You can choose from a few different shapes, but the most typical shapes are Box (CubeBuilder), Cylinder (CylinderBuilder), and Sphere (TetrahedronBuilder). Once you’ve decided on the most appropriate shape, you can then define its size using the remaining properties within the Brush Settings section (these will change depending on the chosen shape).

UE-audio-tutorial-22

The next step is to assign an appropriate Reverb Effect asset to the Audio Volume – there are a number of different reverbs within the engine (you’ll need to enable ‘Show Engine Content’ in the View Options), or you can create your own.

UE-audio-tutorial-23

To create your own Reverb Effect right-click in the Content Browser and go to Sounds / Effects / Reverb Effect.

UE-audio-tutorial-24

You can double-click the newly created asset to open it to edit the parameters in order to get the most appropriate reverb for your space.

UE-audio-tutorial-25

At this point, you can test out your reverb, but there is one more thing you’ll want to check… As part of the Sound Attenuation settings for every sound, there is an Attenuation Reverb Send section which determines how much of the sound is sent to the current reverb effect based on the distance of the sound to the player. For the majority of sounds, the default settings will be fine.

UE-audio-tutorial-26

The defaults will produce a drier sound the closer you are to the sound, and a wetter sound as the distance increases (which matches our experience of the real world). However, you may find that for ‘player sounds’, such as weapons and footsteps, you may want to increase the Reverb Min Send Level as these sounds will be very close to the player (if not at the same location) and with the default settings will only have a minimal amount of reverb applied.

 



Unreal Engine Audio Tutorial: Reverb Over Distance


Reverb Over Distance

The next thing to look at is how we can do ‘nested’ reverbs – there may well come a time when you have, for example, a small cave inside a larger cave. You would likely want to have different reverb effects for the different sized caves, but how does the engine know which reverb effect you want to use? The small cave is inside the larger one, so you’re technically inside of both…

UE-audio-tutorial-27

To tell which Audio Volume (and therefore reverb) we want the engine to use we set the Priority within the Audio Volume’s properties. If we are technically speaking inside of multiple Audio Volumes, then the one with the higher Priority setting is the one that will be used.

UE-audio-tutorial-28

So, in this example, we’d set the Priority of the large cave’s Audio Volume to 0, and the small cave’s Priority to 1. We can then use the Fade Time of the Reverb section of the Audio Volume’s properties to determine the speed of the transition between different reverbs as we move in and out of Audio Volumes.

UE-audio-tutorial-29

 



Unreal Engine Audio Tutorial: Nested Reverbs


Nested Reverbs

 

Highlights from A Sound Effect - article continues below:

 
  • Using the popular module format, the 6030 Ultimate Compressor offers ten different compressors. All of these designs are by McDSP – some completely from the ground up, while others are emulations of existing gear with unique variations created by McDSP. Each 6030 Ultimate Compressor module is easy to operate, and yet has enough sophistication for the most discerning professional.

    Whatever your style, from smooth tube emulations to aggressive solid-state designs, the 6030 Ultimate Compressor has a custom-made dynamic range control module that is just right for you.

    Features
    • Unique twists to classic designs in addition to several completely new designs
    • Multiple compression algorithms in a single compressor
    • Side chain support
    • Analog Saturation modeling
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions

    Formats
    • Native v7: AAX Native, AU, VST

  • The AE600 is the next generation of active equalization. New and unique EQ modes, independent control of fixed and active EQ bands, and an ultra low latency algorithm make the AE600 the perfect solution for any audio production.
    Every fixed and active band in the AE600 has its own gain, frequency, Q, and mode controls. EQ mode options include parametric, proportional Q parametric, 5x Q parametric, Baxandall shelving EQ, vintage styled EQ, X-style shelving EQ, Baxandall shelving EQ plus filtering, and high and low pass filtering. All bands are completely overlapping and can use the input signal or selected side chain inputs to trigger the active EQ response. The active EQ bands can be controlled via the response plot itself, or from the text readouts above and below the response plot.
    The AE600’s active EQ response is determined by each band’s threshold, attack and release settings. Additionally, a ratio control determines input signal level sensitivity to further articulate how the active EQ will reach maximum active equalization – a feature unique to the AE600 (and AE400) active equalizers by McDSP.
    Peak signal text readouts for each active EQ band’s key signal allow quick setup of each band’s active EQ threshold, and are located underneath band dynamics plots. Input and Output controls, individual band bypass, band control linking, and band key signal monitoring round out the features of the AE600.

    Features
    • Six fully overlapping fixed and active EQ bands
    • Independent control over all fixed and active EQ parameters per band
    • Selectable EQ mode per fixed and active bands
    • Unique active EQ ratio response control
    • Side chain support
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions

    Requirements

    McDSP HD and Native plug-ins are compatible with Pro Tools, Pro Tools HD, Logic 9 and Logic X, Cubase, Nuendo, Ableton Live, MOTU Digital Performer (DP), Studio One, and other DAWs that support AAX, AU, VST, and/or VST3 plug-in formats. McDSP HD plug-ins also support the Avid S3L and S6L live sound systems running VENUE OS 5.x or later.

    McDSP Native plug-ins support AAX Native, AU, VST, and VST3 plug-in formats. McDSP HD plug-ins additionally support the AAX DSP plug-in format, as well as AAX Native, AU, VST, and VST3 plug-in formats. McDSP plug-ins support Mac OS 10.7.2 or later (Lion), 10.8.x (Mountain Lion), 10.9.x (Mavericks), 10.10.x (Yosemite), 10.11.x (El Capitan), and Windows 7, 8 and 10.

    McDSP plug-ins require an iLok2 USB Smart Key for authorization.

    McDSP AAX plug-ins require Windows 7 or later, Mac OS 10.7.2 or later, and support Pro Tools 10.3.8 or later, 11.1.3 or later, and Pro Tools 12.x or later.

    McDSP AU plug-ins require Mac OS 10.7.2 or later, and support Logic 9 and Logic X, Digital Performer, Ableton Live, and other AU compatible DAWs.

    McDSP VST and VST3 plug-ins require Windows 7 or later, Mac OS 10.7.2 or later, and support Cubase 7.x or later, Nuendo 6.5.x or later, and other VST and VST3 compatible DAWs.

    Formats
    • Native v6: AAX Native, AU, VST

  • FilterBank, McDSP’s first product, is an equalizer plug-in that rivals any analog EQ with its flexible design and substantial feature collection.
    FilterBank can emulate any EQ, or be used to create a distinct custom EQ.

    FilterBank is 3 plug-ins:
    • E606 – parametric, high and low shelving EQ, high and low pass filters
    • P606 – parametric EQ with variable Q modes
    • F202 – steep high and low pass filtering with resonant Q control
    With its unique Peak, Slope, Dip controls and variable Q modes FilterBank can emulate any EQ, or be used to create a distinct custom EQ.

    Features

    • Shelving and Parametric EQ
    • High and Low pass filters with resonance control
    • Unique Peak-Slope-Dip Shelving EQ parameters
    • Variable parametric Q modes
    • Analog Saturation Modeling
    • Double Precision Processing
    • Ultra Low Latency
    • Mono and Stereo versions

    Formats
    • HD v6: AAX DSP/Native, AU, VST

  • Dialog. The focal point of any movie, television show, documentary, or for that matter, any creative media production involving the spoken word. Add to the mix a sweeping musical score, dozens of foley effects, and plenty more – and it becomes clear the job of dialog mixing is a tall order. After all, if you can’t hear what the actors are saying, why watch it at all!!

    The SA-2 Dialog Processor is based on hardware originally conceived by Academy Award winning re-recording mixer Mike Minkler and used on over 100 major motion pictures. The SA-2 is designed to improve the overall sound of recorded speech. But the SA-2 is not just for dialog. It’s equally useful for vocals, and is a great tool for adjusting the timbre of any track, a reliable de-esser, and a fine multi-frequency compressor, in our completely biased opinion.

    The SA-2 Dialog Processor is made up of 5 bands of strategic active equalization, configured in a variety of modes to best address common issues of dialog. Each band of active equalization has a threshold control to determine at what signal level the active equalizer begins to effect the signal. There are also enable buttons for each band to quickly audition the effect of any given band. Two mode selectors – one for controlling the ballistics of the active equalization, and a second for placing the five bands at strategic locations in the frequency spectrum. Finally, there are input and output gain controls for overall adjustment.

    Features

    • Five independent bands of strategic active equalization
    • Multiple process modes for a variety of applications
    • Unique signal reduction metering
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions

    Formats
    • Native v6: AAX Native, AU, VST

  • Realtime Pitchshifting PlugIn version 2!

    Elastique Pitch is the real time pitch shifting solution for RTAS, VST, AU and AAX. Powered by zplane’s élastiquePro pitch shifting engine which is used by millions of end users around the world, the plugin ensures the highest, program independent pitch shifting quality.

    Elastique Pitch focuses on the essential things: you won’t find any unnecessary or confusing controls or functionality. Instead, the plugin offers you quality, stability, and ease of use.

    In the second edition we´ve added a feedback delay and the infiniSTRETCH function of the new élastiquePro v3 engine. Both make it easy to use Elastique Pitch in a more creative way.

    The key features of Elastique Pitch V2 are:

    • multi channel: support for synchronous pitching of up to 8 audio channels
    • real time: no offline pre-analysis required
    • feedback with delay for more creative usage
    • Three different views
    • Program-independent high quality with the highly-acclaimed élastiquePro v3 engine (speech, single-voiced, classical/popular music, etc.)
    • phase coherence: absolute phase stability between all channels
    • MIDI input: for pitch control
    • formant shifting: shift formants independent from pitch
    • factory presets: for typical film pull-ups/pull-downs
    • AU, VST, AAX and RTAS support for Mac & PC

    technical specifications

    • audio format: 1-8 channels (I/O), 44.1-192kHz sample rate
    • plugin format: AAX, RTAS, AU, VST
    • pitch range: ± 12 semitones = 50-200%
    • timbre range: ± 12 semitones = 50-200%
    • plugin latency: 150ms @48kHz
    • min. system CPU: 2GHz
    • OS: MacOsX >10.6.8, Windows 2000/XP, Vista, Win7/8
    • Host: Pro Tools > V8

    DOWNLOAD THE DEMO HERE
    WIN | MAC

  • An equalizer is probably the tool you use most while mixing and mastering, so you need the best of the best. With FabFilter Pro-Q 3, you get the highest possible sound quality, a very extensive feature set, and a gorgeous, innovative interface with unrivalled ease of use.

    Mixing and mastering features
    Pro-Q 3 offers everything that a demanding engineer could wish for: top-quality linear phase operation in addition to the zero latency and unique Natural Phase modes, smooth dynamic EQ, per-band mid/side processing, full surround support (up to Dolby Atmos 7.1.2), an intelligent solo feature, optional Auto Gain and a built-in, fully customizable spectrum analyzer.

    Effortlessly sculpt your sound
    FabFilter Pro-Q 3 is designed to help you achieve your sound in the quickest way possible. Via the large interactive EQ display, you can create bands where you need them, enable dynamic EQ for any band, and select and edit multiple bands at once.
    Unique features like Spectrum Grab, Full Screen mode and EQ Match will speed up your workflow even more. Try it yourself!

    FabFilter goodies
    Of course, you also get all the usual FabFilter goodies: perfectly tuned knobs, interactive MIDI Learn, undo/redo and A/B switch, Smart Parameter Interpolation for smooth parameter transitions, an extensive help file with interactive help hints, sample-accurate automation, advanced optimization and much more.

  • A crush on music

    Distortion and saturation play a very important role in music production. From subtle, clean and warm tube or tape saturation to the wildest multiband guitar amp effects: FabFilter Saturn 2 delivers.

    Saturn 2 introduces a host of new features such as a redesigned interface with modulation visualization, new subtle saturation and linear phase processing for mastering, many new distortion styles, and more.


    Warmth, harmonics, color and dynamics

    FabFilter Saturn 2 offers a range of different high quality distortion models, inspired by the vintage sound of tubes, tape, transformers and guitar amps. In addition, you get five creative FX distortion styles to mangle your sounds in weird and unexpected ways.

    With its multiband design and per-band feedback, dynamics, drive, tone and modulation options, Saturn 2 will bring a unique flavor to your music.

    Bring your sounds to life

    Add life and depth to your music using the extensive modulation section. By applying subtle modulation to crossover frequencies, dynamics, band levels or tone controls, great warmth and definition can be achieved.

    With all the XLFOs, EGs, XY controllers/sliders, envelope followers and MIDI sources you will ever need, you get practically unlimited modulation possibilities. Creating new modulation connections could not be easier: just drag and drop. And Saturn 2 visualizes all modulation in real-time to show exactly what’s going on.

    FabFilter goodies

    Finally, FabFilter Saturn 2 contains all the usual FabFilter goodies: perfectly tuned knobs, MIDI Learn, Smart Parameter Interpolation for smooth parameter transitions, interface resizing and full screen mode, support for Avid control surfaces, GPU-powered graphics acceleration, extensive help with interactive help hints, SSE optimization, and much more.


 

Triggering Sounds

So far, everything we’ve looked at has involved a relatively ‘passive’ use of sound, in that the sounds are in the world and automatically playing. In order to create more compelling game experiences, you may want to trigger sounds to play at specific points within the game.

To do this, we need to use Unreal’s Blueprint system, which allows us to build complex systems that can control any aspect of the game using a graphical environment rather than writing code. Covering Blueprints in any kind of detail is beyond the scope of this article, but we can build a pretty simple system that will trigger a sound to play quite easily – so let’s do that.

In this scenario we’re going to trigger a ‘stinger’ effect when the player enters a specific section of the game, as a kind of sonic reward. The first step is to create a Box Trigger by dragging it in from the Basic section of the Place Actors tab.

UE-audio-tutorial-30

You can then set its location and size as you need.

UE-audio-tutorial-31

Now, with the trigger actor selected in the level, open the Level Blueprint using the Blueprints button.

UE-audio-tutorial-32

You’ll be presented with an empty space (which can be a little daunting at first), but just like with Sound Cues, there is a degree of context-based suggestion available. Right-click in the blueprint and expand the sections to get to Add On Actor Begin Overlap (once you know what things are called you can just type their names).

UE-audio-tutorial-33

This will create a node that fires off every time something enters the Trigger Box.

UE-audio-tutorial-34

Drag off from the exec pin (the white triangle) and type ‘Play Sound 2D’, and then select that node from the list.

UE-audio-tutorial-35

Congratulations! You’ve just created your first Blueprint system. Now you can assign your sound to the Sound property of the Play Sound 2D node.

UE-audio-tutorial-36



Unreal Engine Audio Tutorial: Triggering Sounds


Triggering Sounds

We used a Play Sound 2D node here because we’re playing a ‘non-diegetic’ stinger sound which we don’t want to be spatialized within the world (we want it to just play straight to the speakers/headphones), but if you wanted to play a sound and have it spatialized you could use the Play Sound at Location node.

UE-audio-tutorial-37

Blueprints are very powerful, and it’s certainly worth spending some time learning what you can do with them if you want to build any form of interactivity into your sound systems… Having even just a passing knowledge of Blueprint systems will enable you to create prototype systems and tap into systems produced by other game dev disciplines – all of which will empower you as a game sound designer and make you more valuable within your team.

 

There is a lot more that you can do with the Unreal audio engine, for example, the attenuation settings allow you to set up occlusion on individual sounds, there are now some pretty complex analysis tools that you can use to drive gameplay elements, sample accurate timing of sounds and music is now possible using the Time Synth system, there are a range of different DSP effects that can be applied to sounds and sub-groups of sounds, you can route incoming audio from a microphone directly into the game-world, to name just a few. But covering these would take us beyond the scope of a ‘primer’, so if you’re interested in taking things beyond the basics in Unreal, then come check out our course (and future courses)…

A big thanks to Dave Raybould for this how-to guide on getting started with audio in Unreal Engine 4!
 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • Take a journey back in time with Ultimate Medieval SFX Bundle! Find the true sound of it with Vadi Sound Library.

    About Ultimate Medieval SFX Bundle

    With this collection you will have access to a carefully curated collection of Medieval Warfare, Medieval Town and Green Witch’s Cauldron sound effects. It covers your most essential historical needs with 1.200+ sounds, recorded and designed professionally.

    You can find rope stressing sounds, listen to the rain on a beach from a bush perspective, bottle up potions, and hear a soldier as he gets ready for a battle. Listen to barn animals, horses, weapons and tools; town ambiences, mine, blacksmith, tavern, field, church bells; dried seeds and herbs, defensive spells and transfiguration spells. Go ahead and check out the contents of these three different collections included in the Ultimate Medieval SFX Bundle one by one and start imagining a story already!

    You’ll find yourself first on a brutal battlefield, then come back to the busy town a little. Don’t be afraid to ask for some healing magic from the Green Witch! Travel back to the Middle Ages and take Ultimate Medieval SFX Bundle with you!

    These sounds are available in 24-bit / 96kHz, were recorded delicately with DPA 4060s and Neumann KM184 pairs, have clarity and room for further sound design with the flexible texture of the sounds for customization.

    About Medieval Town SFX Pack

    400+ sound effects from a simple town’s parts such as; barn, field, grassland, tavern, blacksmith, carpenter, library, church, graveyard, mine, and many more a medieval town could offer. With the Medieval Town Sound Effects Bundle you will have access to dressage sounds, kitchenware sounds, church bells, town ambiences, medieval mechanical devices, mining sounds, animals, tools, weapons and more. Medieval Town Sound Effects Bundle was recorded and designed delicately for all your historical needs.

    What’s Inside
    Medieval, Town, Ambience, Object, Church, Bell, Bird, Animal, Duck, Food and Drink, Lake, Horse, Blacksmith, Hammering, Fire, Tool, Metal, Nail, Chest, Materials Wooden Metal Iron Fire objects chest, iron bell vegetation nail tools bench firewood coin opening action closing creaking hammering breathing dropping ringing shaping picking rolling breaking church bell sunny peaceful weather with and without animals lake fire castle locations barn blacksmith church lake campsite animals actions birds chirping, flying ducks quaking cows mooing horse eating hay, from trainer’s hand, breathing, licking, chewing, bridle clicking perspective texture middle distant close very close heavy breaking pile ceramic tress rattling wallet heat blade shovel sand pebble doorbell saddle cart earthquake farrier book cough cloth cricket kitchen pottery frog mechanical winch copper lock rock axe mining pouring sailing boat rooster footstep rope tavern treasure water light.

    About Medieval Warfare SFX Pack

    Medieval Warfare Sound Effects Pack brings the most realistic 350+ medieval sound effects that you may need for your game/film/creative projects. It includes sound effects of; warriors, explosions, barn animals, horse sound effects, medieval life sound effects, weapons, and tools, human voices, and many more to find out.

    You will have access to weapon sound effects, animals, horse items, ambiences, medieval life items, sword hits, catapult, crossbow, arrow whooshes, battle cries, castle gates, foley sound effects and more. Medieval Warfare Sound Effects Pack is specifically designed for all your historical needs, with the texture of the sounds flexible for customization. Plus, you get the usual Vadi Sound craft and attention to detail!

    Great for film, video, game, advertisements, Foley and suitable further as sweeteners outside of the medieval genre as well.

    What’s Inside
    Medieval war warfare armor impact scrape leather punching footstep rattle arrow whoosh axe breaking bone gore hitting carriage castle gate chain catapult fire drag & drop ground rumble crossbow Leonardo style attack dagger sword destruction explosion flag wind flapping gate opening stabbing mechanical knife hammer hitting horse galloping concrete sand mud metal mount katana male grunt angry textile step chest inhale exhale hurt pain yell falling pushing laughter scream strong leg prisoner siege town arrow falchion buzzing shaking throwing shield clanking.

    Green Witch’s Cauldron SFX Pack

    Green Witch’s Cauldron brings you the 450+ sounds of healing white magic and spells of a playful and sometimes wicked witch. It includes collecting and drying herbs, bubbling boiling potions, bottling, casting spells with elemental magic, and many more you can find in a cauldron. With this pack, you will have access to cat sounds, witch reactions, dried seeds, dried herbs, defensive spells, attacks, transfiguration spells, whooshes and transitions and elements.

    Green Witch’s Cauldron Sound Effects Bundle was recorded and designed exquisitely for all your magical needs and covers all sound effects needs for any white magic, potion-brewing, voices and subtle sounds of a witch’s life for the relevant projects and games that you are working on.

    These meticulously recorded sounds have clarity and lots of room for further usage and sound design with the flexible texture of the sounds for further customization. With 24-bit / 96kHz Wav format and easy to navigate naming, you can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all witchy projects.

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    Medieval, town, ambience, fantastic magic magicka object, witch cauldron maddening opponent laughter mind air attack destruction burst element transition whoosh crackle wall braking hiss bubbling potion zinc bowl fireplace sizzling animal cat angry reaction eating food meowing attack basket dried seed plant falling shell braking boiling metal burning chained bush rustle stone glass chemical reaction glass lid bottle coin purse crumbling lavender palm wooden finger defensive shield destructive hand dusting off sprinkles creature pass by roaring cork casting healing glittery spice earth vacuum pouring acid pebble leaves leaf shaking shiny tree branch squeezed shuffling stirring grinder water bending ladle summoning teleporting time travel transfiguration imitating groaning laughing screaming wicked giggle eerie.

    What else you may need
    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

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Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    City Bicycles – Perspectives Demo

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    City Bicycles – Extra Surfaces Preview

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
    20 %
    OFF
  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

    25 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    30 %
    OFF

   

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