Contents

Acknowledgements

Introduction

Approaches to the Book

00 Loading Sequence: Quick Start

Setting up the Demo Projects

Navigation of the Game World

Version Control and Auto-saves

Looking and Moving

Views

Bookmarks

Moving/Looking

In-game Actors: Finding and Changing Your First Sound

Navigating the Assets and the Content Browser

Filtering Results

Navigating the Game System: Blueprints

Preparing Assets for Import

Editing

Sample Rates and File Formats

Looping

Importing Assets

Folder Structures and Naming Conventions

Conclusion

01 Sound Part A: Ambience and Environment

Introduction

Ambience

Types of Sound

Area Loops

Source Loops

Filter over Distance

Area Loops and Source Loops: Attention to Detail

Sound Cues

Adding Sounds to Sound Cues

Source One-shots

Polyphonic or Overlapping One-shots

Player-oriented One-shots

One-shots: Sourcing and Masking

Embedding Source Sounds into Game Actor Blueprints

Ambience Recap: An Artist’s Approach

Occlusion Issues

Triggers and Switching Ambience

Reverb

Triggering Sounds with Key or Controller Input

Trigger Use Events

Conclusion

02 Sound Part B: Procedural Sound Design

Introduction

Sample Rates and Audio Compression

Sample Rates Revisited

Audio File Compression

Sequenced Variation

Time-based Variation

Asynchronous Loops

Random Time: Blocks

Random Time: Fragments

Controlling Random Events: Clusters of Activity

Concatenation

Concatenation for Variation in Loops

Layered Concatenation

Concatenation for a Chain of Events

Concatenate Sample Rates

Multiple Start Points

Layered Variation

Simple Random Combinations

Random Combinations with Individualized Pitch and Delays

Deconstructing a Sound for Procedural Use

Scalability

Modulation/Modifiers for Variation

Pitch

Reuse Sounds for Different Sized Sources

Transformative Reuse

Pitch Envelopes

Volume

One-shot Volume Envelopes

Looping Volume Envelopes

Oscillation

Wavetables

Parameterization = Interactivity

Swapping out Sounds with -Branch-

Parameters to Pitch with <Set Pitch Multiplier>

Parameter-based Crossfades with -Crossfade by Param-

Using User-defined Curves

Monitoring Memory and Level Streaming Approaches

Asset Checking

Memory Checking

Level Streaming

Sound Streaming

Conclusion

03 Music Part A: Quick Start

Introduction

Interactive Music Principles

Playlists

Level Music, Loops, and Decay Tails

Decay Tails

Loop with Integrated Decay

Play Then Loop

Looping Manually

Stingers/Ornamental Forms

Simple Parallel Forms

Simple Transitional Forms

Conclusion

04 Music Part B: Basics and Parallel Forms

Introduction

Music Basics

Source Music

One-shots

Music for Timed Events

Ornamental Forms/Stingers

Parallel Forms

Switching or Fading Layers (Parallel Forms for Orientation)

Using Variables to Determine Volume (Parallel Forms for Proximity)

Linear Variables to Volume

Curves to Volume

Mix Automation for Parallel Layers

Conclusion

05 Music Part C: Transitional Forms

Introduction

Clunky Transitions

Nasty

Crossfades (and When to Use Them)

Masking Transitions

Musical Transitions

Working with Chunks: Measure-based Transitions

Decay Tails Revisited

Controlling a Switch

Transitioning on Measure in Longer Pieces

Pre-syncs or Ramps

Aligned Transitions

Putting It Together

A Musical Conclusion

06 Dialogue

Introduction

Randomization

Better than Random? Randomize without Replacement

Dialogue for Advice

Timed Help Advice

Triggered Advice

Dialogue Interrupts

Bad/Better/Better-er

Conditions and Dialogue Choices

Simple Conditions and Dialogue Choices

Counts to Dialogue Choices

Tracking Multiple Actions or Inventory for Dialogue Choice

Conditions to Sound Cue Branching Choices

Branching Dialogue

Characters, Contexts, and Dialogue Choices

Localization or Localisation?

Conclusion

07 Making It Real

Introduction

Sound Propagation

Reverb: Advanced

Nested Reverbs and Prioritization

Reverb: Prebake

Spatialization

Sound Source Types

Directional and Diffuse Sources

Distance Attenuation and Detail over Distance

Filter over Distance

Detail over Distance

Occlusion, Obstruction, and Exclusions

Occlusion

Ambient Zones

Prioritization of Zones

Obstructions and Exclusions

Dynamic Occlusion

Moving Objects and Moving Sounds

Sounds That Move

Moving Sound Sources with Matinee

Creating Movement

Moving Objects That Make Sound

Rotating Doors

Open/Opening Loops

Matinee Events for Mechanical Systems

Matinee Sound Track

Physics

Speed of Sound

Doppler

Doppler: Faking It

Collisions

Simple Object Collisions

Velocity to Collision Sounds

Sliding, Rolling, and Scraping

Physics-based Collisions: Cascading Physics

Prioritization: Number of Voices Control

Animations

Footsteps 01: Anim Notifies

Footsteps 02: Surfaces

Footsteps 03: Creep/Walk/Run

Footsteps 04: Foley or Weapon Carrying Layers

Footsteps 05: Other Notes

Cameras and Cutscenes

Cameras and the Listener

Separating the Camera and Listener Position

Conclusion

08 Making It Good

Introduction

Mixing

General Mixing Principles

Reference Levels

Sound Classes and Sound Mixes: The Unreal Engine Mixing System

Sound Class Properties

The Roles and Functions of Game Audio

The I.N.F.O.R.M. Model

Instruction

Sound Mix: Triggered Ducking

Sound Mix: Triggered EQ

Passive/Automatic Mix Changes

Sound Mix: Base Sound Mix and Mix Modifiers

Notification

Character State

NPC State

Object State

Game State

Feedback

Pickups

HUD Interactions

Orientation

Navigate

Attract

Repel

Rhythm-action

Mechanic

Recall/Learn

Decoy

Mask

Testing the Mix

Conclusion: Audio Concepting

09 Advanced: Weapons

Introduction

System

One-shot, Retriggered, or Loop?

One-shot

Retriggered

Retriggered with Tail

Loop with Tail

Looping Beam Weapons

Projectiles

Feedback

Environment and Distance Elements

Environment Layers

Distance Layers

Bullets

Impacts

Casings

Whizzbys

Conclusion

10 Advanced: Vehicles

Introduction

Simple Velocity to Pitch

Crossfading Elements

Pitch Curves for Automatic Gears

Smooth Operator

Surface/Tire Layers

Skids

Additional Elements

Engage/Disengage

Turbo Dump

Impact and Damage Layer

Wind Layer

Engine Load/Stress Layer

Car Body Movement or Suspension Layer

Vehicle Cameras

Conclusion

11 Advanced: Sports Dialogue and Crowds

Introduction

Crowd Systems

Randomized Crowd

Crowd Excitement Levels

Commentary

Color Commentary

Concatenated Dialogue for Play-by-play Commentary

Considerations for Concatenated Dialogue

Dialogue Queues

Conclusion

12 Advanced: Music

Introduction

Harmonically and Rhythmically Aware Stingers

Harmonically Appropriate Stingers

Rhythmically-synched Stingers

Sequenced Melodies

Play for Proximity

Chained Melodic Pickups

Algorithmic or Procedural Forms

Generative Combinations

Granular Note-level Sequences

Using Random Seeds

Rhythm-action

Graphically Led

Call and Response

Conclusion

Conclusion

Appendix A: Core Concepts

Key and Gamepad Inputs

Events and Triggers

Manipulating Actors

Referencing In-game Actors within Blueprints

Variables, Parameters, Numbers, and Arrays

Transforming and Constraining Variables and Parameters

Reading through Curves

Evaluating Variables and Parameters

Routing Decisions and Events

Custom Events

Controlling Audio Components

Sound Cue Nodes

Console Commands

Others

Matinee

Attaching Actors to other Actors

Timeline

Audio Finished

Timer

Appendix B: Blueprint Primer

Navigating, Creating and Connecting

Events and the Programming Paradigm

Compiling Blueprints

Actor Blueprints

Structures

The Graph Action Menu

Creating Nodes between Existing Connections

Finding Things in Blueprints

Communicating between Blueprints

Casting

Event Dispatcher

Getting References to Spawned Actors

Appendix C: Testing, Troubleshooting, and Good Practice

Watching Blueprints

Print String

Auto-Save Recovery

Organizing and Commenting

Working in Separate Audio-only Levels

Tips for Slow Running

Index

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