Welcome to another part of our tutorial series. This tutorial will be split into 3 parts and it’s all focused on sound. In the first part, we’ll learn to place ambient sounds, which will be the audio background on our map. In the second part, we’ll learn to place single sound sources – sound emitters and their parameters. In the third one we’ll learn to add a soundtrack. With those elements we’ll be able to add full spectrum of sound into your maps. We’ll start with AmbientZones, with them we can set up both environmental sounds and their acoustics. Sounds set using AmbientZone will be played back as stereo, 2D sound. Let’s add global ambient sound to our map, by inserting AmbientZone from ‘object types’ in Assets window. AmbientZones will activate when player enters them. Let’s scale in such a way that it encompasses the entirety of the map, and name it in the Attributes window so we can find it later.
Let’s select setting fitting our map – to do that, we go to Fields tab in Attributes window. In m_EffectsPresetID field you can select reverb type from a list of presets. In this case we’ll select ‘OpenArea’. We now set acoustics within our AmbientZone, but we will still need background sounds. For every AmbientZone we have four parallel tracks. Basic ambient sounds should always be set to 0. In track_modifiers in track 0 we select the sound playback option – AmbientZoneTrackPlay.
From the available preset list m_SoundIdEnum let’s select sound, that fits our environment best. On open maps we should use presets with MSA prefix, since only those will react to weather changes. Let’s select ambient MSA_GlobalWeather By selecting a flag in s_EditorTest we can listen to the sound we selected Now all of the map will play the global ambient we selected, but it’s safe to assume it won’t fit every single place on the map. For every characteristic area and interior we should add separate ambients. We can insert overlapping boxes – they get prioritized automatically, so various soundtracks won’t overlap. Let’s put another AmbientZone on our map, and scale it to fit the geometry of an underground tunnel Now we’ll select fitting settings for the new AmbientZone in the attributes window. First the acoustics – this time, it’ll be Sewers_Corridor preset.
Now the background sound. If we want to hear weather effects in the tunnel, we should use MSA_Tunnel_Weather, if not, we can use Sewers_Corridow. Now you’ll hear different than global sounds once you enter the tunnel. Some ambient sounds can be played simultaneously. We’ll use it to add intense sound of wind blowing on the tops of buildings. To do that, we’ll put it and rescale another AmbientZone. It will be set within the original global zone. If we don’t want to change its settings, we just don’t choose a preset. Acoustics will be left ‘as is’. Now we’ll go to track_modifiers fields. Remember the global ambient is played back using track 0, so don’t change that. In track 1 we select AmbientZoneTrackPlay option – this track should use presets with Additional_ prefix. Let’s select Additional_Wind_High. Now our AmbientZone will have two ambient tracks playing – the global one (track 0) together with additional wind sound (track 1) Let’s find out if everything is working in-game. We can hear the background sound on our map. On the rooftops, we hear more intense wind sound.
The acoustics and sound changes when we enter the tunnel. Now we have the sound background ready, so we can move on to the next part of the tutorial..
As found on Youtube