| Home Page | Recent Changes | Preferences

# DynamicAmbientSound

### Basics

This is a quick way to add position based ambience(amb. that can move) to your map. Generally you have a radius in UU, a fall off radius, overal volume, and of course occlusion type. Don't worry, you can select a predefined occlusion type. i.e. BSP-"walls block your ambient sound."

It is unclear whether this object's name points to it's ability to manipulate the sound in real-time or because it can be used in conjuntion with a [Mover Brush]. ?Update Anyone?

#### Who cares about UT2003/U2

Ravenshield
  Usually used for music eminating from a stereo, a ticking clock, etc. Use zoneinfo entry events for your ambient wind FX or whatever. You might want to check out some info on [portals].

UT2003 :: Actor >> Info >> ZoneInfo >> (Ravenshield: Package: Engine)

### Stereophonic Phun : Fake 5.1 with the Unreal Engine

#### Map Design

speaker(s)
  An AmbientActor playing the appropriate mono wav

- Basic Stereo
  - Split your ambience into one WAV file for left and right
  - Place forward(L/R) speakers in your room
- Surround Sound
  - mirror speakers along the center of your room
  - Place Center Speaker
  - Sub should be buried in a corner of the room somewhere infront of listener

#### Making Wav(e)s

This might be the hard part if you consider yourself a general sound editing novice. I suggest you download a copy of Cool Edit 2000's demo and read the documentation. SoundForge 5 is fundamentally the same stuff in a less graphically appealing interface....

> You will need HIQUALITY sound as well as Sound Virtualization(SEE: RvS) to achieve the effect with basic stereo.

> EAX is suggested as well.

Stereo
  Make a copy of the left/right channels of your wav file and save them as two mono files called blah_L.wav/blah_R.wav
Rear Stereo
  Same Thing. this is where you can have fun panning sounds around the listener. (See: Amplitude Envelopes)
Center
  A mono version of the original stereo file.
Sub
  Use a lowpass filter or EQ to leave everything below about 195HZ. (mono)

GOOD LUCK! This is a convoluted but humorous way to achieve the same effect software that usually costs upwards of $600.00 gives you.

      ';ßÇ=-§àtí¥æ

[think.realisticpolitics.com] - Music

[All new RvS maps]

UPDATE
  It might be possible to make one ambient actor for each ambient noise, then modifying the play in zone list, prolly a lot cleaner. (This is for ambient sounds)

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

Mapping Topics

Mapping Lessons

UnrealEd Interface

Questions&Answers

Scripting Topics

Scripting Lessons

Making Mods

Class Tree

Questions&Answers

Modeling Topics

Questions&Answers

Log In