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Sound and Space

In this course, we’ll look at all aspects of sound and space, exploring how correct use of sound can make the spaces in a game feel more realistic and immersive.

Overview

In this course, we’ll look at all aspects of sound and space. Starting with simple audio volumes, we’ll explore how matching your reverb to a game’s space can help make the space feel more realistic and immersive for the player. 

We will look at adding layers of detail to your sounds over distance and how to implement occlusions systems for a more realistic feel to your audio. The course will help you understand and choose the most appropriate relationship between the camera and the listener, and how you can use listener focus to draw attention to important features in your level. With destructible assets increasingly becoming the norm, the course will also cover how to make your audio dynamically respond to changes in the game environment. 
 

You will learn how to: 

  • Implement reverbs and nested reverbs with prioritization.
  • Dynamically change reverb settings via Blueprints and implement air absorption, non-spatialized radius, custom attenuations and other advanced spatialization settings. 
  • Use the ambient zone Function to implement occlusion and dynamically change settings via Blueprints.
  • Appreciate how raycasts can be used to implement occlusion and form the potential basis for advanced reverb systems. 
  • Implement best practice for camera & listener relationships and implement listener focus.
 

Course length

2 hours, 7 minutes
 

Author

Richard Stevens & Dave Raybould


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