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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Creating your first sound scape

Sound in games is one of the most important tools that you can leverage to enhance the immersion and enjoyment a player has with your title. UE offers a very easy-to-use sound toolset that we are going to be learning how to utilize. We will be learning how to create 3D sound queues, how to trigger sound effects based off of animation ques, and how to add global sound volumes to your game scenes.

Importing sounds and sound cues

The first thing we need to do is import the sounds that we will be using to create our ques. All raw sound assets must be added to your content folder then used to create a Sound Cue object. Sound cues allow you to play sounds from within Blueprints, codebase, and animations at runtime. These objects also allow you to apply any modifications to how our raw sound file is played back during runtime. This means we can perform sound modifications such as modulation, oscillation, attenuation, Doppler effects, and much more from within the...

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