Unreal Engine's built-in game audio capabilities demonstrated using Blueprints

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Even without middleware, Unreal Engine'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 – the sky is truly the limit. If you’d like to follow along or give this a shot yourself, Tzvi uses Epic’s free Action RPG game asset available in the Unreal Marketplace.

0:00 Introduction
0:14 Binaural Ambiences
1:02 Spatialized sound emitters
1:39 Randomized, modulated one-shots
2:10 Player-oriented, procedurally spawned ambient sound
5:03 Animation notify event flags
5:32 Surface material identification blueprint
6:17 Audio volume for reverb
6:31 Adjustable listener relative to camera
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Awesome stuff! Thanks for putting this together.

Do you have a recommendation for where to start learning blueprints in UE? I'm familiar with Wwise & FMOD, and regularly use the sound cue editor for audio imlementation, but haven't done much on the blueprint side of UE audio.

MPDEAR