Audio in Unreal By: Gabriel Scott. Sounds Formats All music has to be in.ogg format and preferably stereo All music has to be in.ogg format and preferably.

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Presentation transcript:

Audio in Unreal By: Gabriel Scott

Sounds Formats All music has to be in.ogg format and preferably stereo All music has to be in.ogg format and preferably stereo All other sounds need to be in.wav format and in mono All other sounds need to be in.wav format and in mono All sampling bitrates are acceptable All sampling bitrates are acceptable 8 or 16 bit formats are accepted 8 or 16 bit formats are accepted

Importing (not-music) Sounds Open up Unreal Ed Open up Unreal Ed Go to view and select “show sound browser” Go to view and select “show sound browser” Select file -> new sound group Select file -> new sound group **Have all your sounds directly on the Drive (D drive for lab computers)** Now import sounds Now import sounds

Calling Your Sounds All sounds have radius, duration, velocity, likelyhood (and more) built in variables All sounds have radius, duration, velocity, likelyhood (and more) built in variables Most sounds you will need to add will be accessed through the default values Most sounds you will need to add will be accessed through the default valuesExample: SoundName=Sound‘Packagename.Groupname.Soundname' SoundName=Sound‘Packagename.Groupname.Soundname'Sound **NO spaces in the file name **NO spaces in the file name If you’re calling the sound directly: PlayOwnedSound(soundname, SLOT_None,,,,,false); PlayOwnedSound(soundname, SLOT_None,,,,,false);

Using Your Music Import your music to UnrealEd Import your music to UnrealEd (Once again have it directly on the drive) (Once again have it directly on the drive) Open your level Open your level - go to view -> level properties->audio->song - go to view -> level properties->audio->song Now type in your filename (don’t worry about a group, package or anything) Save it and you’re good to go Save it and you’re good to go Sound qualities can also be adjusted under the sound tab in the level properties menu in UnrealEd Sound qualities can also be adjusted under the sound tab in the level properties menu in UnrealEd

Recommendations for Sounds Go all the way up the class tree and find every single sound that is available to particular actor/object Go all the way up the class tree and find every single sound that is available to particular actor/object Put all of these variables in the default properties – this way you don’t have unexpected sounds Put all of these variables in the default properties – this way you don’t have unexpected sounds

Where Voices Happen Xpawnsoundgroup is where you will find all of the taunt/friendlyfire/team/ect. Sounds accessed through the “V” command Xpawnsoundgroup is where you will find all of the taunt/friendlyfire/team/ect. Sounds accessed through the “V” command Xvoicepack is where you will find all of the jump/dying/pain/ect. Sounds Xvoicepack is where you will find all of the jump/dying/pain/ect. Sounds Xpawn is where you will find footstep/ragimpact sounds as well as grunt volume and soundgroup reference Xpawn is where you will find footstep/ragimpact sounds as well as grunt volume and soundgroup reference

Sound Zoning Go to UnrealEd and open a level Go to UnrealEd and open a level Open View->level properties->sound zoning Open View->level properties->sound zoning - You can specify sound zoning here where you can have different effects like reverberation inside a tunnel - You can specify sound zoning here where you can have different effects like reverberation inside a tunnel