
:: UDK+Supercollider: real-time synthesis for sound effects
- View my Kismet sequence for capturing spatialization data
- Read about this project over at DesigningSound.org
-
DEMO 7
Melee Weapon Impacts
Hitting different sections of
a pipe structure to generate
a range of metal impact
sounds in SuperCollider.
1m10
Melee Weapon Impacts
-
DEMO 6
Liquids - Basic scenarios for:
• Gloop
• Fast flowing river
• Waterfall
• Trickle
• Drip
2m10
Liquids
-
DEMO 5
Spatialization - using
Kismet to calculate values
for panning parameters in
SuperCollider
2m44
Spatialization
-
DEMO 4
Logarithmic attenuation
with Kismet custom class
43s
Logarithmic attenuation
-
DEMO 3
Collision test using impact
velocity values to alter
the timbre, pitch and
volume of a barrel impact
sound
1m32s
Impact sounds
-
DEMO 2
This example uses actor
location vectors to control
a creaking door patch in
Supercollider in real-time
1m22s
Creaking door
-
DEMO 1
Showing how the UDK
weapon fire function
can be used to send OSC
to Supercollider to
generate endless variations
of a laser sound effect
44s
Weapon fire
:: UDK - audio implementation adventures (More info here)
-
Accessing the
Continuous Modulator
node via Kismet
3m16
Continuous Modulator access
-
Orbiting sound actors
to attempt to randomise
ambient spot FX
2m55
Orbiting Sound Actors
-
Water impacts and
underwater ambience using
trigger volumes and
kismet.
3m10
Water Impacts
-
A Doppler effect simulation
using Kismet to compare
player/object co-ordinates
and adjust the frequency
of a moving siren.
1m46s
Doppler effect
-
A look at how music
located in a building could
be represented on the
outside, and a method for
volume ducking during
voiceover playback.
2m5s
Reverb volumes
-
The basic elements of a
door open/close sequence,
using reverb volumes,
kismet scripting and
strategically placed sound
objects.
1m30s
Door sequence
:: Warm Gun - sound design and implementation in Unreal
-
Warm Gun iOS Debut Trailer
• Features and Gameplay
1m53s
iOS Trailer
-
Warm Gun Audio Diary 4
• Weapon Fire and Handling
1m21s
Weapons
-
Warm Gun Audio Diary 2
• Steam train
• Helicopter
1m29s
Vehicles
-
Warm Gun Audio Diary 1
• Falling rocks
• Truck collision
• Falling stalactites
• Explosions
• Bullet impacts
2m25s
Collisions and Impacts
-
Warm Gun Audio Diary 3
• Spike trap
• Crusher trap
• Arena trap
• Mattress leap
1m11s
Gameplay events
:: Audio Replacement Demos
-
Iron Man 2
Video shows Foley recording
and sound design.
For demonstration
purposes only.
32s
Iron Man 2
-
Wallace and Grommit
For demonstration
purposes only.
36s
Wallace and Grommit
-
Start the Party
For demonstration
purposes only.
11s
Start the Party
:: Jeklynn Heights - sound design and implementation in UDK
-
Gameplay Demo 1 - Orb
• Character footsteps
• Environmental sounds
• Music
27s
Orb Capturing
-
Gameplay Demo 2 - Combat
• Character footsteps
• Blade weapon
• Music
47s
Combat Basics
-
Gameplay Demo 3 - Sanity
• Character footsteps
• Environmental sounds
• Music
37s
Sanity Posts
:: Wwise / Cube mod projects - more info here
-
DEMO 3 - RTPC
Using Wwise RTPCs to adjust
pitch, volume and LPF of
sound and music in Cube
1m13
Using RTPCs
-
DEMO 2 - Music Transitions
Extra game code to
switch between three
music cues in Wwise
1m16
Music transitions
-
DEMO 1 - Footsteps
Additional C++ code and
Wwise events to separate
player and monster
footsteps and add
movement sounds
2m16
Footsteps