I have improved the audio: (EDIT: Improved it on OceanExampleMap_01 only)
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Created new asset for submerged sound in Cubase, adapted from original ocean_water audio asset (built at 22050Hz - no need for any higher; mono; ogg size has thus reduced from 3344 to 566 for better performance)
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Original ocean_water asset shortened (why was it 5 mins in the first place lol - down to ~2:30 and probably still longer than needed
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Audio Cues created for surface, submerged, and underwater bubbles (because we all like bubbles)
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Bespoke attenuation volumes crafted for un-/submerged volumes, with respective audio assets attached
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Third volume created for 4 bubble types which will play at randomised intervals and randomised pitch/volume - tested and refined (though perhaps a little too high pitched in places - please feedback. Randomised delay is between 2 and 6 seconds, on the basis that players wonāt spend long underwater. With correct documentation, any user can change )
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Crossfade articulated between surface volume (CUE_ocean_top) and subsurface volumes (CUE_bubbles; CUE_ocean_sub)
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Audio Classes created and sound assets allocated: [ (Ambience {Ambient_SFX}) (Music) (Dialogue) (SFX)] - will help file structure
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sounds moved from their original file location (Content/ShipsAndExamples/Audio) to Content/Audio - recommend moving cannon firing SFX into Content/Audio/ and allocating to SFX Audio Class, unless you plan on a strictly modular design
Iām not 100% happy with the crossfade between volumes and would prefer more overlap. However, if an animation is being added for entering/exiting the water then splash SFX would effectively mask the crossfade (splash could be 1-2 seconds easily, with its own fade out built in Cubase).
Let me know where to drop files if youād like them
Hv8nf4Dz3wI
(video might be a little quiet!)
Proposed:
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Surface swimming (surface water being pushed and rippling: possibly 2-3 audio assets which can be layered and randomised in UE4)
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Subsurface swimming (as above, but with LPF on the imported asset)
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Splash SFX for entering water
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Drip SFX for exiting water
I am more interested in determining how to allocate correct wave SFX to rendered waves. I believe that it should be possible to convert the data that informs the way the wave crosses over the dynamic material into an output that can be used to trigger audio assets and effect audio volume/attributes.
Example (assuming thereās a parameter for wave height, which I donāt think there is):
Wave height = 0ā0.2 -> no additional audio assets called; ambience only
Wave height = 0.25ā -> base layer called (probably white noise)
Wave height = 0.5ā -> additional layer called (actual wave (representation))
Wave height = 0.75ā -> cresting audio called [at whatever the tipping point actually is]
Wave height = 0.7ā -> spray audio called
Wave height = 0.6ā -> roll-off audio called (as wave breaks)
Wave height = 0.4ā -> wave dissipates audio called (end of wave break)
Wave height <=0.2 -> no additional audio assets called; ambience only
With blending, which may be best built inside Cubase through applied fade in/out, the wave life/death can be rendered seamlessly. All I need is to know how to extract the data! From there, I can use UE4 or Wwise to interpret it and apply it
The next problem is then how to render these sounds in-game: as ribbons of sound following the waveform, or presented locally to the player (could be difficult in multiplayer). Either way, I am certain (hopeful) that correct audio panning can be achieved through approach, meaning you can be standing sideways on to the waves and track them as they move left to right / right to left.
Using a similar approach, it should (should) also be possible to render effectively the submerged audio assets underneath the bulging wave part of the material, by inverting the coords (or whatever reference is applied) used to define the surface wave audio functions. would negate the need for rigid audio volumes that do not dynamically match the materialās shifting shape.
I would guess 18-22 audio assets overall (6 for waves; 4 bubbles; 2-6 player/character water movement; enter; exit; additional sprays and waves).
If the person(s) who created the material in the first place can contact me ā or anyone who has an inkling on how to achieve what Iām looking to do ā that would be fantastic.