Here you will find tutorials, guides, code snippets, and general information about Game Audio.
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Keywords: Unreal Engine, C++, Blueprints, Wwise, FMOD, Middleware
Post MIDI On Event in Wwise and Unreal Engine
In this blog post, I show how to use Wwise MIDI functionality to trigger sample accurate fire weapon sounds. I also show how to use the AK::SoundEngine::PostMIDIOnEvent function in C++ to create a sample-accurate MIDI sequence. Additionally, I show how to set up a callback function from the audio engine to drive non-audio gameplay actions.
Interfaces in Unreal Engine (For Game Audio)
This blog post shows how to create and use Interfaces in Unreal Engine. It also shows how to create these interfaces in C++ and Blueprint and combine both types. For this prototype, I implemented a footstep animation notify on the Player Character that calls a function on its owner using an interface. I also simulated a gameplay feature where the sound radius of the footstep sounds triggers an alert state on two different enemy towers by using interfaces.
2D Audio Listener for Music and UI in Unreal Engine and Wwise
This blog post shows how to register a 2D (Non-Spatial Audio) listener and a Wwise Object to post Music and UI sounds that don’t require 3D positioning in the Game World. These Wwise objects are registered using an audio Manager and don’t get destroyed on level transitions, which means that audio playback won’t be interrupted.
How To Create an Audio Manager in Unreal Engine
This blog post shows you how to create an audio manager using a Game Instance Subsystem in Unreal Engine.
Vertical Re-Mixing in Unreal Engine with Metasounds + Quartz (Part 2/2)
This blog post shows how to implement a simple looping music cue using Unreal Engine's Metasounds. This music cue has four “layers” that play interactively and in sync, one on top of the other, to create a vertical re-mixing system. Finally, I show how to trigger changes or states on this metasound using a Quartz clock.
Vertical Re-Mixing in Unreal Engine with Metasounds + Quartz (Part 1/2)
This blog post shows how to implement a simple looping music cue using Unreal Engine's Metasounds. This music cue has four “layers” that play interactively and in sync, one on top of the other, to create a vertical re-mixing system. Finally, I show how to trigger changes or states on this metasound using a Quartz clock.
Spatialization #1 in Unreal Engine and Wwise (Blueprints and C++)
This blog post shows you four different audio spatialization techniques in Unreal Engine 5 and Wwise. In this post I will show how to implement a 3D Sound, a Cone Attenuated Sound, a Multi-Position Sound, and a sound that follows the listener using an Spline Component.
Footsteps Audio System in Unreal Engine and Wwise (Blueprints and C++)
This blog post shows you how to create a footsteps audio system in Unreal Engine 5 and Wwise. This system uses a line trace spawned from the Player Character's location down to the floor. This line trace will gather information about the Physical Material of the surfaces and set Ak Switches to change the type of footstep sounds.
Footsteps Audio System in Unreal Engine and FMOD (Blueprints and C++)
This blog post shows you how to create a footstep audio system in Unreal Engine 5 and FMOD. This system uses a line trace spawned from the Player Character's location down to the floor. This line trace will gather information about the Physical Material of the surfaces and set FMOD parameters to change the type of footstep sounds.
Wwise Events in Unreal Engine 5 (Post Event) - Game Audio Basics
This blog post will guide you on how to play “post” a Wwise Event in Unreal Engine 5 using Blueprints and C++ code. We will create a simple one-shot type event and a looping music type event. Additionally, I will give you a simple algorithmic design to handle the triggering behavior of these events.
FMOD Events in Unreal Engine 5 (Play Event 2D) - Game Audio Basics
This blog post will guide you on how to play an FMOD “2D Event” in Unreal Engine 5 using Blueprints and C++ code. We will create a simple One-shot type event and a looping music type event. Additionally, we will give you a simple algorithmic design to handle the triggering behavior of these events.
Wwise Properties in Unreal Engine 5 - C++ (Events, States, RTPC’s, and more…)
This blog post is a simple guide about the essential Wwise Properties we need to create our audio systems in Unreal Engine 5. We will learn what they are, what they do, and how to define/declare them in C++ and then expose them to Blueprints.
FMOD Properties in Unreal Engine 5 - C++ (Events, Instances, snapshots, and more…)
This is a simple guide about the essential FMOD Properties we need to create our audio systems in Unreal Engine 5. We will learn what they are, what they do, and how to define/declare them in C++ and then expose them to Blueprints.
Unreal Engine 5 and Wwise Integration (Blueprint & C++)
This is a simple guide on integrating the Wwise plugin with Unreal Engine 5 using the latest Event-Based Packaging method recommended by Audiokinetic.
UPROPERTY & UFUNCTION in Unreal Engine 5 (For Game Audio)
Have you wondered how to collaborate with programmers in your team without being a programmer yourself? How to use and extend C++ capabilities with Unreal Engine’s visual scripting (Blueprints)?
The answer is UProperty and UFunction macros.
This tutorial will show you the most common and useful ways of using UProperties and UFunctions for game audio.
Expose C++ Properties and Functions to Blueprints in UE5 (For Game Audio)
In this tutorial, I'll give some simple examples of creating C++ properties and functions for audio in Unreal Engine 5 and expose these to blueprints.
Unreal Engine 5 and FMOD Integration (Blueprint & C++)
This is a simple guide on integrating the FMOD plugin with Unreal Engine 5.