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Unreal Audio
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Lots of Sound Assets
• SoundNode• SoundCue• AudioComponent• SoundClass• SoundMode
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WHAT DOES IT ALL MEAN!?!?
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SoundNode
• The raw, imported sound file.• Currently only 16-bit WAV files are supported.– Hence, the term “SoundNodeWave”
• Converting files is easy with Audacity!• Compress audio? I’d love to!
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SoundCue
• Created in the editor to hold one or more SoundNodes
• Why would you ever want to do that?• To add amazing effects!• Let’s look at a few now...• Result is a sound with zero or more effects.
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AudioComponent (Engineers)
• All SoundCues play through AudioComponent• A general one is used when you call PlaySound• But you can create your own!
AudioComponent.SoundCue = SomeSound;AudioComponent.Play();
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Sound Mixing
• Certain sounds should be louder or softer than others.
• Dialog volume should increase and ambient volume should decrease for cutscenes.
• Bad solution: manually set sound volumes for each scenario on a case-by-case basis.
• Good solution: make use of SoundClasses and SoundModes
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SoundClass
• Each SoundCue can be assigned to a SoundClass.• Common SoundClasses:– Music– Weapons– Ambient– Dialogue
• SoundClass has volume, pitch, reverb settings.• SoundClasses are hierarchical.
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SoundMode
• Create a “mode” or “configuration” for SoundClasses to be in.
• Controls several SoundClasses at one time.• i.e. Cinematic: Lower Ambient SoundClass,
Raise Dialog SoundClass, Lower Weapon SoundClass.
• Activate a SoundMode, and set it to fade in over a certain period of time.
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Sound Mixing Example
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Sound Mixing Strategies
• Anything above 2.0 volume will not cause noticeable difference in audio.
• Except for music, use mono assets to maintain audio consistency across platforms.
• Suggested Volume Guidelines:– Dialog: 1.4– Music: 0.75– Weapons: 1.1– Ambience 0.5
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SoundActors
• AmbientSound• AmbientSoundSimple• AmbientSoundNonLoop
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Reverb Volumes
• Allows “echo” effects.• Created using the “ReverbVolume” with the
builder brush.• SoundClass must have “Reverb” set.• Demo
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Going Forward
• Come to a consensus on a “sound class hierarchy” and SoundClass default settings.
• Come to a consensus on useful SoundModes.• Designers: Start setting SoundModes via
kismet, or let engineers know to trigger them via script.
• Engineers: Create hierarchy and SoundModes.
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Questions