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Level Bookmarks Exercise Page Detail New Nodes Exercise Nearest Bookmarks

00 Loading Sequence : Quick Start Navigation, importing sounds, sound editing, looping,
Project DemoCh00Shooter01 1 Start Point 00_01 13 Preparing assets for import
Level Shooter01 2 Turret 00_02 16 Looping
p1 3 Pickup 00_03 18 MyShooter
4 Top Down View
01 Sound A : Ambience and Environment Area Loops, Source Loops, Source One-shots, POS Player Oriented Sounds, Triggered sounds on touch / use
Project DemoCh01Jungle01 1 Cave 01 01_01 25 Listening exercise
Level Jungle01 2 Cave 01 and Jungle 01 01_02 30 Area Loops [Ambient Sound], Falloff Distance, Spatialization, Hiding / Showing items, Volume Mulriplier *Cave 01* - '1', *Oasis* - '2'
p23 3 Cave 02 01_03 34 Source Loops Low Pass Filter over Distance, Previewing attenutation shapes in game *Cave 01* - '1'
4 Jungle Area 02 01_04 39 Source One Shots {Sound Cue}, -Looping-, -Delay-, -Random- *Oasis* - '2'
5 Temple Clearing 01 01_05 41 Overlapping One Shots -Mixer- *Oasis* - '2'
6 Temple Clearing 02 01_06 43 Player Oriented One-Shots. <GAT_Player_Oriented_One_Shot>, [Trigger], <OnActorBeginOverlap Event> *Oasis* - '2'
7 Temple Entrance 01_07 45 Embedding sounds in Actor Blueprints Actor Blueprint, Components, Audio Component, Static Mesh. *Oasis* - '2'
8 Temple Upper 01_08 49 Switching Ambience. [Trigger], <FadeIn>, <FadeOut>, <Flip/Flop>, <Gate>, <Sequence>, Referencing ingame actors *Oasis* - '2'
9 Temple Lower 01_09 52 Reverb [Audio Volume], Reverb Effects. *Cave 01* - '1', *Oasis* - '2', *Cave 02* - '3'
01_10 54 Triggering Sound Events <Key Input Event>, <Play Sound Attached>. *Oasis* / *Building 02* - '2'
01_11 55 DIY - Building your own level Static Meshes, Snapping
02 Sound B : Procedural Sound Design Sample Rates, Audio File Compression, Sound Cues, Time based variation, Sequenced Variation, Concatenation, Layered Variation, Memory issues, Scalabilty, Modular approaches, Pitch, Volume, Envelopes, Parameterization, Stats.
Project DemoCh02Cave01 1 Cave 01 02_01 70 Time based variation. Asynchronous loops. blocks, loopdelays. Adding pre-connected reminder *Cave 01* - '1' , *Oasis* - '2'
Level Cave01 2 Cave 02 02_02 79 Concatenation for variation. -Concatenate- *Cave 02* - '3'
p59 3 Cave 03 02_03 81 Start points <Multigate>, Start Time, <Play. *Cave 02* - '3'
4 Cave 04 02_04 89 Layered Variation -Modulator- *Cave 02* - '3'
5 Cave 05 02_05 95 Pitch Re-use -Enveloper-, Curve Editor *Cave 02* - '3'
6 Cave 06 02_06 99 Volume envelopes -Enveloper-, *Cave 02* - '3'
7 Cave 07 02_07 103 Oscillator -Oscillator- *Final Cave* - '4'
8 Cave 08 02_08 105 Wavetables <Timeline> *Final Cave* - '4'
9 Cave 09 02_09 109 Bool Conditions to Sound Choice -Branch-, <Set Boolean Parameter>, <Play>, Variables <Get> and <Set>, Print String *Cave Tunnel* - 4'
0 Cave 14 02_10 111 Pitch Control <Set Pitch Multiplier>, <Key events>, <Set Volume Multiplier> *Final Cave* - '4'
02_11 115 Volume Control -Crossfade by Param-, <Set Float Parameter> *Final Cave* - '4'
02_12 120 Using Curves -Continuous Modulator-, <Set Float Parameter>, {Curves} *Final Cave* - '4'
02_13 121 First Pass ALL
03 Music A : Quickstart Interactive Music Forms : Ornamental, Parallel, Transitional, Algorithmic, Decay Tails,
Project DemoCh03MusicRacer01 1 Start of Race 03_01 134 Playlist (concat / random) <Play Sound Attached> (Racer)
Level RacerA 03_02 135 Looping level music (Racer)
p129 RacerB 03_03 137 Integrated Loop (Racer)
RacerC 03_04 139 Play then loop (Racer)
03_05 141 Manual Looping editing a <Timeline> (Racer)
03_06 142 Stingers (Racer)
03_07 144 Parallel Layer (Racer)
03_08 145 Transition tracks (Racer)
04 Music B : Basics and Parallel forms Source Music. One-Shots, Stingers, Sync game events to Music, Parrallel navigation, Parralell proximity, Parrallel health, Automated music mixes
Project DemoCh04Desert01 1 Mountain Village 04_01 150 Source Music *Mountain Village* - '5'
Level Desert01 2 Leaving Village 04_02 151 One-shot <Get Player Character>, <Get Root Component>, <DoOnce>, Player location variable *Mountain Village* - '5'
p149 3 Desert Area 03 04_03 154 Event Sync <Timer>, <Custom Event>, *Mountain Pass* - '5'
4 Desert Paths 04_04 156 Stingers. *Canyon* - '6'
5 Desert Floor 04_05 158 Parallel Layers <Adjust Volume> *Bridges* - '6'
6 Desert Area 06 04_06 163 Variables to music layers (linear). -Continuous Modulator-, <Get Distance>, <Normalize to Range> *City Gates* - '7'
7 Desert Sneak 04_07 165 Variables to music layers {Curves} *City Gates* - '7'
8 Desert Courtyard 04_08 170 Automated music mixes. <Timeline> *Outer Wall Vaults* - '8'
05 Music C :Transitional Forms Crossfade Transitions, Masked Transitions, Transition on -, Transition matrices,
Project DemoCh05Offices01 1 Office entrance 05_01 176 Crossfades and Ambiguity Arrays *Vaults Secret Area* - '8'
Level Offices01 2 Office 02 05_02 185 Transition Chunks <Switch on Int> *City Courtyard* - '8'
p173 3 Office 03 05_03 189 Transition on measure and pre-sync -Switch- *City Streets* - '9'
4 Office 04 05_04 192 Transition at aligned measure -Switch- *City Temple* - '0'
5 Office 05 05_05 194 Putting it all together (Demo level)
6 Office 06
7 Office 07
06 Dialogue Timed Dialogue, Conditional Dialogue,
Project DemoCh06Castle01 1 Room 01 06_01 203 Triggered dialogue, Timed Dialogue *City Streets* - '9'
Level Castle01 2 Room 02 06_02 206 Interuption approaches. <Assign on Audio Finished> *City Streets* - '9'
p197 3 Forest 06_03 210 Bools and conditions for dialogue *City Streets* - '9'
06_04 212 Tracking numbers *City Streets* - '9'
06_05 215 Arrays for dialogue conditions {Array} *City Streets* - '9'
06_06 220 Braching Dialogue *City Streets* - '9'
06_07 223 Dialogue contexts {Dialogue Voice}, {Dialogue Wave}, <Make Dialogue Context> *Inner Sanctum* - '9'
07 Making it real Nested Reverb, Reverb Prioritization, Non-Spatialized Radius, [Audio Volume] - Ambient Zones, Movers and [Matinee], Cinematcs, Listener Position, Collisions, Physics, Animations
Project DemoCh07Warfare01 1 Sewer Pipe 07_01 233 Nested Reverbs Reverb Prioritization *Cave 01* - '1'
Level UrbanWarfare01 2 Street 07_02 240 Sound Sources Quad, Directional and Diffuse sound sources *Cave 01* - '1', *Oasis* - '2', *Mountain Village* - '5'
p227 3 Warehouse 07_03 246 Distance Algorithms and detail over distance Distance Algorithms *Inner Sanctum*
4 Office and Factory 07_04 255 Ambient Zones Ambient Zones, <Make Interior Settings> *Cave Tunnel* - '4'
5 1st Floor 07_05 257 Moving sounds with Matinee [Matinee] *Canyon* - '6'
6 Rooftop Section A 07_06 259 Sounds with movement [ExplosionMovingSound] Blueprint. *Canyon* - '6', *Bridges* - '6'
7 Rooftop Section B 07_07 261 Moving object sounds <Matinee Controller> *Outer Wall Vaults* - '8'
8 Rooftop Section C 07_08 265 Matinee Sound Tracks [Matinee] Sound Tracks *Cave 02* - '3'
9 Physics Room 07_09 271 Simple collisions <Event Hit>
07_10 275 Physics collisions <Vector Length> *Mountain Pass* - '5'
07_11 278 Cascading physics -Group Control- ?? *Outer Walls* - '8'
07_12 281 Animations and Footsteps Animation editor *Outer Walls* - '8'
07_13 284 Footstep surface types Physical Materials, <Switch on EPhysicalSurface>, <Break Hit Result> *Outer Walls* - '8'
07_14 286 Footstep Speeds *Outer Walls* - '8'
07_15 288 Pickups and Bools *Outer Walls* - '8'
07_16 291 Cameras and Cutscenes <Get Player Controller>, <Set View Target With Blend> , [Camera] *Canyon* - '6'
07_17 294 Changing the camera <Set World Location>
07_18 298 Listener Position for listener device <Set Audio Listener Position Override> *Guard Room* - '8'
07_19 298 Offset Listener Positions
08 Making it good Mixing, Sound Class, Sound Mix, Passive Sound Mix, EQ via Sound Mix, Make Noise,
Project DemoCh08SpaceShip01 1 Sleeping Quarters 08_01 308 Sound Class Properties {Sound Class} *Final Cave* - '4', *Mountain Pass* - '5', *Outer Wall Vaults* - '8'
Level SpaceShip01 2 Pipes Corridor 08_02 313 Triggered Duck and EQ {Sound Mix}, <Push Sound Mix Modifier> *Cave 02* leading to *Cave Tunnel* - '4'
p301 3 Turret Room 08_03 317 Passive Mixes
4 Mind the Gap 08_04 320 Sound Mix Modifiers EQ Priority *Inner Sanctum* - '0'
5 Steam Pipes 08_05 330 Make Noise <Make Noise> *Inner Sanctum* gates - '9'
6 Pods mini game
7 Tracker Vents
8 Audio logs
9 Mines
0 Generator Room
09A Advanced: Weapons Weapon Systems
Project DemoCh09Weapons01 1 Target range 01
Level Weapons01 2 Target range 02
p335 3 Streets
4 Distance
5 Target range 03
6 Target range 04

10 Advanced: Vehicles Vehicle Systems


Project DemoCh10Vehicles01 1 Start line
Level VehiclesFlyingSaucer 1 Start line
p359 Buggy01
11 Advanced: Sports dialogue and crowds Crowds, Concatenated commentary
Project DemoCh11CSoccer01 1 Pitch view
Level Soccer01
p375
12 Advanced: Music Algorithmic music, Variation, Random Seed based,
Project DemoCh12AdMusic01 1 Harmonic Stingers
Level MusicPlatformer01 2 Rhythmic Stingers
p391 3 Proximity Bass
4 Pickup Tunes
5 Gen Combinations 01
6 Gen Combinations 02
7 Phasing Loops
8 Sequenced
9 Granular Seeds
Project DemoCh12Rhythm01 1 Start
Level GraphicallyLed01
p403 CallandResponse01

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