This is my game audio tutorial section, I hope you find something here which will improve the way audio is presented in your game!
I am always looking to improve the breadth of tutorials on my site, so if you would like to see a specific tutorial here please feel free to contact me using the lets talk page.
In this tutorial I take you through the integration process required for getting Wwise and UE4 audio working together.
Weapon Systems – Part 5 – Game Audio Optimisation Techniques
In this tutorial I’ll show you how to set up a loop and tail system using audio components and several audio optimisation techniques to reduce the number of voices being used up by the assault rifle and bullet impacts!
Weapon Systems – Part 4 – Full Auto AR & Bullet Impacts
In this tutorial we set up a fully automatic projectile weapon and create a line trace system to call individual bullet impact sounds in relation to the physical surface material our line trace system hits!
Weapon Systems! – Part 3 – Multiple Weapon Equipment System
In part 3 of this mini series on Weapon Systems, I’ll show you how to pick up & equip multiple weapons and debug audio playback.
Weapon Systems – Part 2 – Assault Rifle Mesh Attachment
In this one I’ll show you how to create a socket and attach a weapon to the characters hands, I’ll also set up a simple equip weapon system, auditioning our own custom sounds as we go!
Weapon Systems – Part 1 – Basic Weapon Pick Up
In the first part of this mini series on weapons, Ill show you how to create a simple weapon pick up blueprint.
UE4 – Change Audio Listener Perspective
In this one I show you how you can switch the listener position from the camera, to the players mesh.
UE4 – Advanced Audio & Physics Collisions.
In this tutorial we will explore how to set up audio on a physics object.
We will set up collision object and use the hit event’s vector length as a float to determine which sound cue plays.
UE4 – Sound Classes & Sound Mix Modifiers
In this tutorial I’ll show you how to set up sound classes as well as two different ways to set up sound mix modifiers to better control a busy mix scenario and allow dialogue to come through a busy mix.