Even without middleware, Unreal Engineโs blueprint system provides the tools necessary for complex audio gymnastics. In this video, Tzvi Sherman demonstrates procedural, spatial, and dynamic sound design. From core basics like adding ambience to a scene through asynchronous looping 2D layers as well as randomized and modulated one-shots to more advanced techniques like controlling audio playback through Blueprints โ the sky is truly the limit. If youโd like to follow along or give this a shot yourself, Tzvi uses Epicโs free Action RPG game asset available in the Unreal Marketplace.
0:00 Introduction โข 0:14 Binaural Ambiences โข 1:02 Spatialized sound emitters โข 1:39 Randomized, modulated one-shots โข 2:10 Player-oriented, procedurally spawned ambient sound โข 5:03 Animation notify event flags โข 5:32 Surface material identification blueprint โข 6:17 Audio volume for reverb โข 6:31 Adjustable listener relative to camera
Check out Dave Raybouldโs Unreal Engine Game Audio Primer here, and find out why procedural audio is so useful โ demonstrated in Unreal Engine โ here.
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Bonus: Learn what you can do with a middleware solution such as Wwise
For this example of whatโs possible in Wwise, Unityโs 3DGameKit asset package is used to show some of Wwiseโs integration scripts, like AkAmbient and AkRoomPortals, as well as functions you can use within Wwise itself without needing to touch code. Covering basics like Random, Blend, and Sequence Containers as well as game parameters like Switches, States, and Real-Time Parameter Controls (RTPCs), this video shows an overview of how, as the sound designer, you can take control of implementation and further your creative realization by creating an immersive, in-game world through Attenuation Sharesets and complex 3D Positioning.
0:00 Introduction โข 0:10 Auxiliary Sends โข 0:20 States โข 0:48 AkAmbient Large Mode โข 1:02 AkRoomPortal โข 1:12 Random Containers โข 1:40 3D Positioning Paths โข 2:05 Benefits of Field Recording โข 2:20 Switches โข 2:30 Sequence Containers โข 2:48 Play Events โข 3:53 Soundcaster โข 4:56 Cone Attenuation โข 5:12 Blend Containers โข 5:32 Attenuation Sharesets โข 6:39 Real-Time Parameter Control (RTPC) โข 7:23 Summary



