top of page

Ronik Quessou

Technical Audio

Unreal IcePost demo

I have created multiple Unreal Engine 5 projects that incorporate audio techniques to produce an dynamic and immersive soundscape. Unreal MetaSound, sound layering in Reaper, procedural audio generation and DSP techniques have been implemented to compliment the Unreal Engine demonstration levels on this page.

This video showcases a Unreal demo with MetaSound integration, DSP techniques edited in Reaper and Unreal implementation. Emphasis on the audio design with different footstep noises, outdoor ambience and float parameter driven audio in the form of the generator powering up.

IcePostAudioDemo.mp4
MetaSound.png

Unreal MetaSound

Mid-west Town 

Sound source files were sourced from free websites or recorded using a DASHCAM. Thereafter, the sound files were imported into Reaper to be cleaned-up and DSP techniques were used to apply sound effects. Sound files were edited to cleanly loop to create outdoor ambience sound.

Box collisions and trigger zones were created and placed around the level that would trigger certain audio events depending on different conditions.

Random nodes were used in BluePrint scripting to create randomized footstep noises on both dirt and wood.

Screenshot 2026-03-30 152638.png
Screenshot 2026-03-30 152428.png
Screenshot 2026-03-30 152300.png
Mid-westTown.mp4

BluePrint event for sign creaking

MetaSound for campfire

Screenshot 2026-03-30 152450.png

Energetic Unreal level

To create an up-beat and energetic game soundtrack

different melodies were layered together in Reaper with a fixed BPM. Each sound file was trimmed to loop cleanly, normalized and layered which combined to create a clean and looping soundtrack.

Week7Demo.mp4

The level features an up-tick tempo shift when the player collects an increasing amount of stars. This is achieved through BluePrint scripting in the form of Branch and Set Pitch Multiplier nodes. 

A Low Pass Filter Frequency, Lerp and an additional Float value were scripted in to achieve the underwater muffled noise in the level.

Screenshot3.png
Screenshot2.png

Underwater SFX

EventBeginPlayPic

BluePrint event for audio

Rising pitch when collecting stars

bottom of page