Curious what you can do in terms of sound with Unreal Engineโs built-in audio capabilities? In this video, Tzvi Sherman demonstrates the many opportunities offered using Unreal Engineโs blueprints. And as a bonus, weโve also included Tzvi Shermanโs video that highlights what a game audio middleware solution such as Wwise brings to the table when using Unity.
Early 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 โVideo introduction:
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.
Playing times & topics:
Jump to a chapter
Click any chapter to jump to that moment in the player above:
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 youโll be capable of when using Wwise:
Whatโs in the video:
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.
Topics & playing times:
Jump to a chapter
Click any chapter to jump to that moment in the player above:
