Hey, thanks for your replies. Sorry for not replying myself until now - thought I had email notifications on for this thread and I didn’t :’\
@TerrorMedia - yes, this is what I was afraid of haha spending hours and hours making content that’s already out there! I really do like the suggestion of demonstrating the Engine’s capabilities in more detail, looking into reverb / attenuation / occlusion etc. I’d like to think I’ve got a good grasp of the theory behind this too (!); there can be quite a lot of crossover between game sound design and sound design for films, but there are key differences and I think that could be worth exploring, especially as Epic forges on with film-making.
@TerrorMedia + @ClavosTech I think the suggestion to look at sound volumes and general mixing is really good too. This is something I’d argue is more about the capture / recording stage, but there are techniques to manage recording volumes on ‘found’ recordings from sound libraries prior to importing to UE4. Can definitely cover that. I released a mad little game called ‘Beat the Meat’ (sorry) for itch.io’s Scream Jam. The character footsteps are far too loud in the mix imo… but we were using Unity (gasp; against my will) and the audio system there is apparently less manageable (according to our programmer).
On that score, FMOD and Wwise have superior firepower over UE4’s inbuilt audio capabilities. UE4 is certainly better than it was, and anyone could run a full game without the audio middleware. However, audio middleware offers greater control for sound effects and music - it’s quite a bit easier to cue and blend contextual music. Having said that… it is totally possible in UE4 and there’s no reason not to use it just because. For more complex sound jobs and it probably makes more sense to use FMOD / Wwise which are engines dedicated to the task in a way that UE4 isn’t. (Generally it’s accepted that Wwise is top dog, with FMOD below, and the Engine last. This depends on personal preference and project complexity; FMOD is easier to learn; Wwise offers more control.)
“Dynamic sound” is a good phrase; dynamic, responsive, contextual - they pretty much mean the same thing: the audio changes depending on the input. Re-reading your sentence, perhaps “procedurally generated sound” is more appropriate: audio that is triggered by actions / events in game but which isn’t pre-scripted - it changes over time or it changes every time it is triggered. Footsteps are a basic example, gunshots, weapon impacts, music, even dialogue - everything can be procedurally generated so long as the rules governing a proc gen system are clearly defined. It leads to some pretty nice outcomes but it can get complicated quite quickly.
@ClavosTech clipping can be managed through UE4’s sound mixing function, which is definitely something I can cover. You can categorise sounds and mix them discretely from one another, e.g. all player footsteps in one mix, all ambient in another, all NPC weapons etc… In theory that can be quite powerful because you can then start looking at moving mixes around depending on what’s going on, prioritising certain audio mixes over others, such as dampening ambient and weapon sounds during dialogue, or if you wanted player attention focused on a point through an audio cue. Attenuation settings (how a sound is perceived in relation to your distance from it) can be very useful here as well, and all of these things can be combined to help optimise performance.
Clipping can just be an issue with the original recording like you point out; tbh, rather than working around the issue it’s probably best to re-record, if possible. Processing it in an audio package prior to importing would be useful. In my audio packs (Cyberpunk City Sounds (tag below) and a Cyberpunk Weapons one coming soon, once Epic approve) I made a point of mixing all audio assets to the same decible limit. This means that, unmixed, everything sounds as loud as everything else - but it means you have greater control when mixing during the design process. It also means you don’t have to increase the volume on what are typically quiet sounds like stealth footsteps so you avoid static / noise from having too much gain and therefore have a perceived higher quality. I believe this is really useful for a plug-n-play audio pack you can use right out of the box.
Thanks very much for your input on this - it’s given me a fair few ideas to start with and I appreciate it!