Author: edenlukejeffrey

  • C++ Functions Big thanks to Jamie Carnell for putting up with my many questions about C++ and the Wwise API throughout this learning process. Audio Statics Library Get Surface Type By Line Trace To begin the process of converting my blueprints into C++ classes, I created a Blueprint Function Library to house all audio related…

  • Introduction This section of the devlog will go over the common audio systems used in game audio integration that I have created for this project (brace yourself, it’s a long one). I will be explaining and providing examples of both blueprints and C++ functions used to create this behaviour in-engine. The features I will be…

  • Preface: Afaik creating a single master material for common assets, and then creating material instances to assign unique textures is more performant than creating many master materials. This tool was created to meet the needs of the current project’s workflow and scope. Better solutions are likely available. Working with many artists this year, I noticed…

  • Introduction A key objective of this project was to establish an industry quality Wwise project structure, utilizing consistent naming conventions, hierarchies and event behaviour construction. The official Audio Kinetic website provides ample information on the Wwise Authoring applications features and demonstrates example use cases for each view and layout. However, Audio Kinetic provides significantly less…

  • Project Introduction This project aims to demonstrate the implementation of the Wwise spatial audio pipeline within a UE5.1 example environment. This demonstration will showcase how Wwise spatial audio features such as Rooms and Portals can be utilized to create adaptive ambiences and spatialize audio sources with diffraction and transmission. In addition, I will be demonstrating…

  • Engine RPM Curves (Devlog #3)

    Engine RPM Curves (Devlog #3)

    After refactoring my engine audio implementation, I decided that It would be beneficial to have variables exposed on the two different ship classes that would allow me to adjust properties such as RPM curve and interpolation rate. I began by researching for methods to transform a given X value into its appropriate Y value along…

  • In my previous devlog I mentioned how differences in the ship movement systems required different implementations for the engine. That solution was fast and effective for meeting deadlines, however it posed issues for future development and iteration. I began by refactoring how I was calculating RPM and Load to eliminate redundant conditions and variables. But…

  • The first significant audio event I decided to work on was engine audio for the spaceship in our game. Getting auditory feedback for core mechanics is essential for player engagement and immersion, important metrics for our monthly playtesting sessions. The game is divided into two gameplay phases, “resource” and “minigames”, both of which involve one…

  • Contents Contents Overview Research Summary UI Design Language Reflecting Player/Environment Relationships for Two Players Simultaneously Split-Screen Considerations & Applicable Conclusions Relevant Conclusions Representing Player Movement Through Contradicting Environments Designing Separate Movement Sounds for Different Gravity Conditions Project setup and workflow tools Overview This will be the first in a series of development logs that I…

  • Introduction Working with middleware integrations such as Wwise and FMOD has made me acutely aware of the challenges they pose in regards to version control and multi-disciplinary team work. Having to patch plugin files correctly into a repository clone can prove challenging for people with little knowledge of plugin integration, let alone using Visual Studio…