Building SoundScape for the UE5 City Sample | GameSoundCon 2022

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  • เผยแพร่เมื่อ 20 ต.ค. 2024
  • “City Sample” took procedural content generation to a new level, based on its massive use of moving cars and MetaHumans. But in order to make the city come to life, we had to build a system called SoundScape, which could procedurally generate audio using a dynamic data algorithm. In this talk, you’ll learn how it worked, and ultimately, what we learned in the process.
    For more Unreal Engine game audio talks, check out our GameSoundCon recap: unrealengine.c....
    To check out the “City Sample:” docs.unrealeng...

ความคิดเห็น • 6

  • @IvanDBeltran
    @IvanDBeltran 11 หลายเดือนก่อน +1

    What an inspiring talk. I really like how detailed his explanations are. I wish one day I’ll be able to create and implement audio environments and tools like him.

  • @Nynex
    @Nynex ปีที่แล้ว +2

    Fascinating presentation. I agree about the audio calibrator similar to the brightness calibrator in games.

  • @miguelalexandresimoesneves8660
    @miguelalexandresimoesneves8660 ปีที่แล้ว +2

    Love this guy! He makes the best talks

  • @brianmichaelfuller
    @brianmichaelfuller 11 หลายเดือนก่อน

    You had me at Bob Ross bro!!!

  • @guyalsfere
    @guyalsfere ปีที่แล้ว

    Nice work! Good talk!

  • @IbisFernandez
    @IbisFernandez ปีที่แล้ว

    Been trying to figure out how to either turn this off or work with it . added a new level to the demo, made some cinematics, and the city sounds bleed into this new map. have no idea how this is playing . would be nice to either use it to change the sounds to the new map or just turn it off so it doesn't interfere with the new cinematic... n00b problems.