Getting audio into Unreal

How do we get the audio files into Unreal? What do you need to take note of?

The audio format

Unreal supports the importing of sounds only in the .wav format. The .wav format is a widely used format that can store raw uncompressed sound data.

The sampling rate

The sampling rate is recommended at 44100 Hz or 22050 Hz. As mentioned earlier, the sampling rate determines how often the analog wave is recorded. The higher the frequency (measured in Hertz or Hz), the more data points of the analog wave that are collected, which aids in a better reconstruction of the wave.

Bit depth

The bit depth is set as 16. It determines the granularity at which the amplitude of the audio wave can be recorded, which is also known as the resolution of the sound. For a bit depth of 16, you can get up to 65,536 integer values (216). The reason why we are concerned with the bit depth is because during the sampling process of the analog waves, the actual value of the amplitude of the wave is approximated to one of the integer values that can be stored based on the bit depth. The following figure shows two different bit depths. The figure on the left-hand side illustrates when the bit depth is low, and the signal is more inaccurately sampled because it is sampled in larger increments. The figure on the right-hand side illustrates when the bit depth is higher, and it can be sampled at smaller increments, resulting in a more accurate representation of the wave:

Bit depth

The loss in accuracy of the representation of the wave can be termed as a quantization error. When the bit depth is too low, the quantization error is high.

The Signal to Quantization Noise Ratio (SQNR) is the measurement used to determine the quality of this conversion. It is calculated using the ratio between the maximum nominal signal strength and the quantization error. The better the ratio, the better the conversion.

Supported sound channels

Unreal currently supports channels such as mono, stereo, 2.1, 4.1, 5.1 6.1, and 7.1.

When importing files into Unreal, take note of the file naming convention that is in place so that the right sound is played from the right channel.

The following table shows the 7.1 surround sound configuration with all the file naming conventions that are necessary for the correct playback:

Speakers

Front-left

 

Front-center

 

Front-right

Extension

_fl

 

_fc

 

_fr

      

Speakers

Side-left

 

Low frequency (commonly known as subwoofer)

 

Side-right

Extension

_sl

 

_lf

 

_sr

      

Speakers

Back-left

   

Back-right

Extension

_bl

   

_br

This table shows you the files that are used for the 5.1 surround system:

Speakers

Front-left

 

Front-center

 

Front-right

Extension

_fl

 

_fc

 

_fr

      

Speakers

Side-left

 

Low frequency (commonly known as subwoofer)

 

Side-right

Extension

_sl

 

_lf

 

_sr

This table shows you the files that are used for the 4.0 system:

Speakers

Front-left

   

Front-right

Extension

_fl

   

_fr

      

Speakers

Side-left

   

Side-right

Extension

_sl

   

_sr

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