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A simple third person puzzle project intended as a base for exploring audio implementation in Unreal.

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NiallMoody/UnrealAudioBase

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Unreal Audio Base

Editor screenshot of the project

Description

This project was created as a base for anyone wanting to explore audio implementation in Unreal. It includes no audio itself, but it does include a number of elements that require specific attention from game audio implementers. I currently use it in labs for my CMP407: Audio Programming module at Abertay University.

Developed in Unreal 5.4.3

Note that the 'puzzles' are not particularly challenging. This will hopefully change in future, see the ToDo list.

Audio-relevant features

As it is intended as a base for audio implementation, the project includes the following features:

  • Different surfaces to walk on/in (concrete, grass, water)
  • Different shapes and sizes of enclosed spaces (with expectations of their own acoustic characteristics, i.e. reverb)
  • Unreal's default third-person model, for timeline-based footstep triggering
  • A small variety of buttons and event triggers
  • A small pool of water for experimenting with underwater audio effects

Additional notes about the project

As it's a third-person game, most materials make use of a masking shader that will cut out geometry around the player character so that the player has a clearer view of the level.

This makes it a little difficult to edit the level/geometry in the editor, so it is disabled (0.0) by default. It can be enabled (1.0) via the MPC_Masking_Toggle Material Parameter Collection:

Screenshot of the location of MPC_Masking_Toggle

Locations of audio events

Locations for where to find and set the various audio events are listed in the table below.

Where Location is set to Content: this indicates the event is set on an asset from your Content Browser. Double-click the asset to edit it, then set the sound via the listed Components Pane and Details Pane values.

Where Location is set to Outliner: this indicates the event is set from an object in the scene. Select that object in the Outliner, and set the sound via its Details Pane.

Event Location Where to set
Player Footstep Content: AbertayUnrealBase → Characters → Mannequins → Animations → Quinn → MF_Run_Fwd For triggering sounds from an animation timeline, see this video
Player Landed Content: AbertayUnrealBase → ThirdPerson → Blueprints → BP_ThirdPersonCharacter Components Pane: Variables → LandedSound
Details Pane: Default Value → Landed Sound
Player Water Splash Outliner: ThirdPersonMap → Areas → Garden → GardenPondTrigger Details Pane: Default → Sound
Regular Button Press Content: AbertayUnrealBase → Blueprints → BP_IndividualButton Components Pane: Variables → PressSound
Details Pane: Default Value → Press Sound
Regular Button Reset Content: AbertayUnrealBase → Blueprints → BP_IndividualButton Components Pane: Variables → ResetSound
Details Pane: Default Value → Reset Sound
Puzzle Button Press (Garden) Outliner: ThirdPersonMap → Areas → Garden → Buttons → GardenPuzzleButton Details Pane: Sounds → Press Sound
Puzzle Button Release (Garden) Outliner: ThirdPersonMap → Areas → Garden → Buttons → GardenPuzzleButton Details Pane: Sounds → Release Sound
Puzzle Solved (Garden) Outliner: ThirdPersonMap → Areas → Garden → Buttons → GardenPuzzleButton Details Pane: Sounds → Puzzle Solved
Puzzle Failed (Garden) Outliner: ThirdPersonMap → Areas → Garden → Buttons → GardenPuzzleButton Details Pane: Sounds → Puzzle Failed
Puzzle Button Press (Cathedral) Outliner: ThirdPersonMap → Areas → Cathedral → Buttons → CathedralPuzzleButton Details Pane: Sounds → Press Sound
Puzzle Button Release (Cathedral) Outliner: ThirdPersonMap → Areas → Cathedral → Buttons → CathedralPuzzleButton Details Pane: Sounds → Release Sound
Puzzle Solved (Cathedral) Outliner: ThirdPersonMap → Areas → Cathedral → Buttons → CathedralPuzzleButton Details Pane: Sounds → Puzzle Solved
Puzzle Failed (Cathedral) Outliner: ThirdPersonMap → Areas → Cathedral → Buttons → CathedralPuzzleButton Details Pane: Sounds → Puzzle Failed
Centre Towers Lower Outliner: ThirdPersonMap → Areas → Garden → Buttons → GardenPuzzleButton Details Pane: Sounds → Centre Towers Sound
Centre Internal Wall Lowers Outliner: ThirdPersonMap → Areas → Cathedral → Buttons → CathedralPuzzleButton Details Pane: Sounds → Centre Wall Sound
Centre Rings Rotate Outliner: ThirdPersonMap → Areas → Centre → CentreRing1 (2, 3, 4) Details Pane: Default → Rotating Sound
Ascend/Game End Outliner: ThirdPersonMap → Areas → Centre → EndTrigger Details Pane: Default → End Sound

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A simple third person puzzle project intended as a base for exploring audio implementation in Unreal.

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