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.
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.
BluePrint event for sign creaking
MetaSound for campfire
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.
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.
Underwater SFX
BluePrint event for audio
Rising pitch when collecting stars