Saturday, 18 October 2014

Game Audio Tutorial - Book - Chapter 3

Exercise set 3

300b_00 Reverb
In this exercise the ‘Reverb Volume’ was introduced, which defines an area within the game were reverb can be applied. In this case I had define an area (this was done using the 'builder brush' which is also used for building structures within UDK) encapsulating a large cave and then apply a suitable reverb based on pre-set models within UDK. The effects of the reverb are then heard when the player is inside the 'Reverb Volume'.

301i_00 Sound Sources
Here, sounds had to be assigned to various sources within a room with the focus of experimenting with the 'Distance Model' settings, which are a selection of pre-set roll off curves which are applied to the volume attenuation. This was a deviation from the standard linear roll off which had been used up to this point. A logarithmic style roll of was applied along with low pass filter attenuation to attain a more convincing sound as the player moved closer or further away from the sound sources.

301j_00 Multichannel ambience
This was an introduction to the use of multi-channel sounds and the file naming conventions associated with importing such files. 4 mono files from a quad surround set up were imported which when named correctly were merged into a single surround sound audio file. This differences were compared between a single surround cue in the level and 4 separate mono cues placed in a quad configuration. The surround cue gelled together much more when playing in the level compared to the separate cues which suffered from excessive panning issues.

301k_00 Filter over distance
In this set up there was a robot who was projecting dialogue placed on top of a hill in a large environment, the objective was to apply both 'Volume attenuation' (with appropriate 'Distance Model') and low pass attenuation to make the sound more realistic with regards to distance from player to robot. A 'Reverb Volume' was also created around the environment to give a sense of the spaciousness.

301m_00 Propagation Crossfade 
Here, the 'Distance Crossfade' node within the sound cue editor was introduced. It is used as a more detailed way to attenuate the sound over a distance. Instead of just using low pass attenuation this node calls on more than one audio file of the sound source. Each audio file can be filtered with greater detail with respect to the scene in a DAW and brought back into UDK. The Distance Crossfade node is used to playback these files at certain distances from the source whilst cross fading between them depending on distance from the source. This results in a more realistic sound coming from a source as the player gets nearer or further away.

302a_00 Ambient Zones exercises
This exercise addresses issues relating to occlusion. The level included an outside area and an inside hanger area where ambient sounds had to be set. The problem with this is that when walking into the hanger the outside sound is still very present as by default walls and other solid objects have no impact on the propagation of sound in UDK. This was controlled using the ‘Reverb Volume’ to create a space in the hanger which could, when entered and exited effect the sound heard from inside and outside the hanger to make it more realistic. Settings used were to control sound levels and low pass filtering on sounds heard on either side of the ‘Reverb Volume’, there was also a fade time setting which defines the fade time when stepping between the different zones.

302f_00 Ambient Zones 02
This exercise was a more complex version of the previous that included 5 rooms each with their own sound source and corridors linking them. Using the skills learned so far a realistic balance of sound levels was created when walking around the level. This included placing ‘Reverb Volumes’ to simulate an obstruction such as a pillar or wall between player and sound source.






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