Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411281 Posts in 69324 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 09:41:04 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperAudioAudio Synthesis / Procedural Audio coming to Unreal Engine 4.16
Pages: [1]
Print
Author Topic: Audio Synthesis / Procedural Audio coming to Unreal Engine 4.16  (Read 2098 times)
acatalept
Level 1
*



View Profile WWW
« on: March 17, 2017, 12:01:40 PM »

For those interested in procedural audio (e.g. PureData, Max/MSP), building/using soft synths (e.g. Reaktor), and/or generative/emergent/reactive music in games, this is a great talk from Epic's audio guru Aaron McLeran on how they've reinvented Unreal Engine's audio engine, to be released in the next version (4.16):





Apparently this will all be visually pluggable through blueprints to facilitate use by sound designers, composers, and other non-coders.

And they've been working with Valve to ensure it will play nicely with the recently announced, free Steam Audio plugin to enable dynamic environmental occlusion, HRTF, and all the other good things that brings to the table.

:D

Logged

Audiosprite
Level 2
**



View Profile WWW
« Reply #1 on: March 19, 2017, 12:15:28 PM »

thanks for the news dude! very interesting. especially interested in what the steam audio stuff sounds like, looking forward to the wwise integration
Logged

cynicus
Level 0
***

hey


View Profile WWW
« Reply #2 on: March 19, 2017, 02:02:13 PM »

The Max integration seems pretty awesome, as someone who uses M4L a lot, I look forward to playing around with it Smiley
Logged

Sound is my kinda thing
Portfolio | Twitter
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic