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          Audio and Sound

          System for playing in-game sounds, including the use of SoundCue node-based audio assets.

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          Sound is immensely important to creating believable and immersive environments. From ambient sounds in the level, to interactive sounds from vehicles or weapons, to spoken dialog from the characters, the audio in the game can make or break the user's experience. Making the audio in the game actually sound like it should sound can be a difficult task. Unreal Engine 4's audio system provides tools and features to mold the sounds in the game to give them the desired feel. This is important because it means that a clean version of the sound can be produced once in an external application, imported, and then crafted within the engine to create the appropriate result.

          Starting Out

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          Audio Modulation Overview

          Overview of a more flexible audio modulation method in Unreal Engine

          Overview of a more flexible audio modulation method in Unreal Engine

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          Convolution Reverb

          An overview on using audio samples from physical spaces to simulate reverberation

          An overview on using audio samples from physical spaces to simulate reverberation

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          Audio Volume

          An overview of the Audio Volume Actor settings

          An overview of the Audio Volume Actor settings

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          Audio Mixer Overview

          Overview of the audio system used for playing in-game sounds.

          Overview of the audio system used for playing in-game sounds.

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          OSC Plugin Overview

          An overview of how the Open Sound Control (OSC) plugin works within Unreal Engine

          An overview of how the Open Sound Control (OSC) plugin works within Unreal Engine

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          Audio System Overview

          An overview of the audio system used for playing in-game sounds, including node-based audio Assets in the Sound Cue Editor

          An overview of the audio system used for playing in-game sounds, including node-based audio Assets in the Sound Cue Editor

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          Audio Stream Caching Overview

          Overview of the stream-caching system used by the audio engine

          Overview of the stream-caching system used by the audio engine

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          Audio Synesthesia

          An overview of how the Audio Synesthesia plugin produces audio metadata that can be used in Blueprint scripting.

          An overview of how the Audio Synesthesia plugin produces audio metadata that can be used in Blueprint scripting.

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          Ambient Sound Actor User Guide

          Guide to using the Ambient Sound Actor for creating ambient and localized sounds in-game.

          Guide to using the Ambient Sound Actor for creating ambient and localized sounds in-game.

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          Sound Attenuation

          Reference for the various models available for controlling the attenuation of sounds.

          Reference for the various models available for controlling the attenuation of sounds.

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          Sound Cue Editor

          Guide to using the tools available for setting up and editing SoundCue node-based audio assets.

          Guide to using the tools available for setting up and editing SoundCue node-based audio assets.

          Reference

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          Sound Cue Editor UI

          Guide to using the tools available for setting up and editing SoundCue node-based audio assets.

          Guide to using the tools available for setting up and editing SoundCue node-based audio assets.

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          Audio Files

          The basic requirements for getting sound files into Unreal Engine 4.

          The basic requirements for getting sound files into Unreal Engine 4.

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          Sound Cue Reference

          Reference for nodes available to Sound Cues, and the node properties

          Reference for nodes available to Sound Cues, and the node properties

          Guides

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          Welcome to the new Unreal Engine 4 Documentation site!

          We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

          We'll be sure to let you know when the new system is up and running.

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