โฐ Last Chance To Save! Check out the deals ๐Ÿ‘‰ here

Video: Unreal Engineโ€™s built-in game audio capabilities demonstrated using blueprints

By Asbjoern Andersen
Unreal Engine Game Audio Tutorial

Curious what you can do in terms of sound with Unreal Engineโ€™s built-in audio capabilities? In this video, Tzvi Sherman demonstrates the many opportunities offered using Unreal Engineโ€™s blueprints. And as a bonus, weโ€™ve also included Tzvi Shermanโ€™s video that highlights what a game audio middleware solution such as Wwise brings to the table when using Unity.

NOVA by Mattia CellottoEarly BirdNOVA by Mattia Cellotto is coming soon!Become an Early Bird and get 3 SFX libraries (worth $125 total!), FREE with your NOVA orderBECOME AN EARLY BIRD โ†’

Video introduction:

Even without middleware, Unreal Engineโ€™s 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 youโ€™d like to follow along or give this a shot yourself, Tzvi uses Epicโ€™s free Action RPG game asset available in the Unreal Marketplace.

Want to learn more about game audio in Unreal Engine?

Check out Dave Raybouldโ€™s Unreal Engine Game Audio Primer here, and find out why procedural audio is so useful โ€“ demonstrated in Unreal Engine โ€“ here.

Bonus: Learn what you can do with a middleware solution such as Wwise

Adding a middleware solution to your game audio implementation gives you additional possibilities โ€“ and below, Tzvi Sherman shows you some of the things youโ€™ll be capable of when using Wwise:

Whatโ€™s in the video:

For this example of whatโ€™s possible in Wwise, Unityโ€™s 3DGameKit asset package is used to show some of Wwiseโ€™s 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.

Topics & playing times:

โ†‘