C++ Ambient Audio on Splines in Unreal Engine 5
Hello there! I'm David, and today I'm excited to share with you a fantastic tip that can save voices in your games, especially when you want audio to follow the player around. Imagine being on a boat, and as you move, the sound of water follows you, not just around the boat but also to its sides. And the best part? This is achieved using just one voice instead of placing multiple point emitters everywhere.
To achieve this, I utilized Unreal Engine's Spline system, merged it with the Metasounds audio system, and added some tracking logic. The result? An audio system that tracks the player's movement and delivers a dynamic sound experience.
Let's dive into the technicalities. First, I created a new C++ class named 'Spline Audio Follower.' This class will have a header file and a source file. The idea is to add sudo code for integrating certain components like the spline, the speed of movement along the spline, and the audio component that moves along the spline.
In the Constructor, I initialized these components. For instance, I created a spline and an audio source, then attached them together, establishing a parent-child hierarchy. In the 'Begin Play' method, I initialized these components and ensured they were working correctly. The 'Tick' component is where the magic happens. Here, I updated the positions, ensuring the sound follows the player seamlessly.
The process involves finding the point on the spline closest to the player, determining the direction of movement, and updating the audio source's position accordingly. It might sound complex, but the result is a smooth audio experience that adjusts based on the player's position.
I also demonstrated how to create a new 'Spline Audio Follower' in Unreal Engine. With this tool, you can draw with the spline tool, move points around, and create a track for the audio source to move along. It's an efficient way to save voices, especially for sounds like rivers or oceans. Imagine the sound of water lapping against a boat or the distant roar of a waterfall. With this system, you can achieve that without overloading your game with multiple audio sources.
Toward the end, I mentioned a fantastic asset pack I got from Epic, which is free this month. It's a pirate ship asset, and I'm thrilled about it! I've always been a fan of pirate ships, and now I feel like I have to work on a pirate ship game.
For those new to my channel, welcome! If you're interested in more game audio content, you can follow me on Twitter at @dweaveraudio or visit my website, weaveraudio.com. There, you'll find my Ambience machines, game audio reference material through the Audio Atlas, and more.
Thanks for joining me today, and I hope this tutorial was helpful. Until next time, keep experimenting and creating amazing audio experiences for your games!