Page numbers for images are shown in italic type.
Actors 6–7, 44–6, 414–17, 442, 448
algorithmic forms 132, 396–403
always play 308
ambience and environment 23–56; area loops 26–31; embedding sounds 44–6; occlusion issues 46–51; player-oriented one-shots 41–4; reverb 51–3; sound cues 35–7; source loops 31–5; source one-shots 37–41; sourcing and masking one-shots 44; trigger sounds 53–6; types of sound 25–6
ambient/incidental/chatter/grunts dialogue 198
Ambient Sound actors 6, 7, 10, 133
Animation Editor (Persona Editor) 280
apply effects 308
arrangements 131, 156, 190, 302
arrays 176–7, 212–15, 222, 387, 407, 417–20
assets: browsing for 7–9; checking 121; importing 16–20; preparing for import 11–16
asynchronous loops 66–7, 398–9
attraction 327
audio: components 160–1, 427–30; files compression 64–5, levels 453–6
audio, role and function of 301–33; background 301–2, 309; concepting 332–3; feedback 323–5; I.N.F.O.R.M. Model 310; instruction 310–20; mechanic 327–30; mixing 302–9; notification 320–3; orientation 326–7; rhythm-action 327; testing 331–2
audio physics 266–78; collisions 269–78; Doppler 267–9; speed of sound 266–7
automation, mix for parallel layers 166–71
backing up 3
Bajakian, Clint 130
bit depth 12
Blueprints 10–11, 42, 44–6, 133, 439–49, 449
bookmarks 5
Box 29
Branch 106–10, 206, 209, 210, 215, 216, 276, 286, 365, 395, 426
branching forms 132
breaths 198
buses 305
cameras: and cutscenes 289–92; and listeners 292–9; vehicle 372
Capsule 29
cascading physics system 276–8
casings 354
cellular automata 403
chain of events, concatenation for 76–8
character dialogue 197
character state 321
choices, dialogue 208–12, 221–3
clicks and pops 198
clusters of activity 70
cocktail party effect 301
combinations, generative 397–9
compression/limiting 302
Compression/Ogg Size 121
concatenate node 74, 79, 381–4
Concatenator 70, 74–5, 133–4, 138, 380
cone 30
confirmation sound 324
Continuous Modulator node 118–19, 162–3
controller input 53–5, 336–8, 410
counts to dialogue choices 210–11
crossfades 112–16, 175–7, 361–3
crossfade by param node 112–16, 431
crowds, sports dialogue and 375–89; commentary 378–85; dialogue queues 385–8; systems 375–8
curves 422–4; pitch 364–5; user-defined 116–20; velocity reading through 273; to volume 164–6
damage layers 370
de-essing 198
demo projects, setting up 1
detail over distance 245–6, 350
Details panel 28
dialogue 197–225, 372; for advice 201–4; branching 217–20; characters, contexts and choices 221–4; conditions and choices 208–16; crowds and sports 375–89; discussed 197–8; interrupts 204–8; languages 224–5; randomization 198–201; scenes 290
DoOnce node 151
drag and drop 17
dry sound 227
DuffNote 406
dynamic range 315
earcons 324
editing 12
environment (listening) 305
Epic Games launcher 2
equal volume 304
Event Dispatcher 447
Event Graph 10
excitement levels of crowds 376–8
exclusions and obstructions 253–4
fades (editing) 15
FalloffDistance 29–30; see also attenuation
feedback 310, 323–6; weapons 346–7
filters: audio 32–3, 198; files 8–9
Find feature 445
FlipFlop node 49
folders: project 1; searching 8; structures 7, 17–18
forms: algorithmic 396–403; musical 130–3; parallel 131, 143–4, 156–66
gamepad inputs 410–11; see also controller input
Generic Asset Editor 64
Get Float Value node 119
Group Control node 277
groups (mix) 305
headphones 64
hearing 301
high-pass filter 198
horizontal resequencing 132
inflection 385
informational dialogue 197
I.N.F.O.R.M. Model 310
input 53–5; see also controller inputs
interactivity see parameterization
inverse attenuation 242
IsMusic 308
IsUisSound 308
layers: distance 350–1; environment 348–50; impact and damage 370; parallel 166–71; stress 371–2; suspension 372; switching or fading 157–9; wind 371–2
Level Blueprint 10
levels: dialogue 198; editors 2, 6; excitement 376–8; streaming 123–5
LFE bleed 307
linear attenuation 241
listening 301
location-based switching 174
logarithmic attenuation 242
log reverse attenuation 243
loops: asynchronous 66–71, 398–9; for moving objects 262–3; for weapons with tail 343–4
lossy format 64
loudness 304
MakeNoise node 329
Markov chains 403
measure-based transitions 181–93
mechanical systems, Matinee events for 263–6
midi files 137
mix: automation for parallel layers 166–71; changes 314–20; principles 302–9; testing the 331
modes 5
modifiers 195
modulation/modifiers for variation 90–105; oscillation
100–3; pitch 90–5; volume 96–100; wavetables 103–5
Modulator node 39
monophonic (one voice) system 40
mono sound source 234
MP3 64
multichannel sound source 234
multigate node 81, 206, 379, 399, 426
music, advanced 391–458; forms 396–403; melodies 395–6; rhythm-action 403–8; stingers 391–5
music, introduction to 129–47; interactive principals 130–3; loops and decay tails 135–41; parallel forms 143–4; playlists 133–5; stingers/ornaments 141–3; transitional forms 144–6
music, parallel forms and basics 149–71; basics 149–56; mix automation 166–71; parallel forms 156–66
music, transitional forms 173–95; clunky transitions 173–7; musical transitions 178–94; options 194–5
natural sound attenuation 243
navigation 326–7; Blueprints 10–11, 439; browser 7–9; game world 2–7
Non-Spatialized Radius 33
normalization 304
NPC state 321
number of voices control 278–9
NumChannels 121
Nyquist-Shannon theorem 12, 62
obstructions and exclusions 253–4
occlusion 46–51, 246–50, 254–5
Ogg Size 65
one-shots: music 150–2; sounds 40–4, 69; source 37–40; volume envelopes 96–8; weapons 338–40
organization, dialogue 198
ornamental forms/stingers 131, 141–3, 154–6
Oscillator node 100
panning 302
parallel forms 131, 143–4, 156–66
parameterization 106–21; with Crossfade 112–16; monitoring approaches 121–6; with Set Pitch Multiplier 110–12; swapping out sounds 106–10; and user-defined curves 116–21
pawns 329
Perforce version control 3
Persona Editor (Animation Editor) 280
physics see audio physics
pitch 90–5, 110–12, 307; oscillation 101–2; velocity to 359–61
playback medium 64
Play Cue 3
Player Component 151
player-oriented sounds (POS) 26
Play Sound Attached node 10, 150–1
POS (player-oriented sounds) 26
prebake 233
preduck strategy 316
Preselect at Level Load option 88–9
principles, interactive music 130–3
procedural sound design 59–127; background 59–65; layered variation 81–90; modulation/modifiers for variation 90–105; monitoring memory 121–6; parameterization 106–21; sample rates and audio compression 62–5; sequenced variation 65–81
project folder 1
proximity 395
punishment 323
radio filter volume 308
RAM (restricted memory) 60
random combinations 81–5, 397–9
randomization 198–201, 200–1, 376
realism 227–99; animations 279–89; cutscenes, cameras and 289–92; listeners, cameras and 292–9; moving objects and sounds 256–66; number of voices control 278; physics 266–78; sound propagation 227–55
Real Time Audio 5
REAPER 12
recall 328
reference levels 305
repelling 327
repetition 37, 59, 66, 76, 106, 137, 281, 323–4
restricted memory (RAM) 60
reverb 51–3, 227–33, 303, 308, 348–9
ricochets 352
Sample Rate 121
sample rates 12–13; and audio compression 62–5; concatenate 78–9
Schmidt, Brian 59
Sequence node 42, 50, 426, 440
sequences 64–81; concatenation 71–9; note-level 399–400; start points 80–1; time-based variation 66–71
Set Boolean Parameter node 54
Set Float Parameter node 429
Set Int Parameter node 184
Set Pitch Multiplier node 110–12, 429
Show menu 27
Sound Class 51, 207, 251, 305–9
sound propagation 227–56; distance attenuation and detail 240–5; occlusion, obstruction, and exclusion 246–56; reverb 227–33; spatialization 233–40
sources: diffuse 239–40; directional 234–8; loops 26, 31–5; music 149–50; one-shots 26, 37–40, 44
spawn 43
speakers 64
Sphere 29
sports dialogue see crowds, sports dialogue and
Start menu 122
stealth 174
stereo bleed 307
stereo sound source 234
stingers: harmonically appropriate 391–3; ornamental forms 131, 141–6, 154–6; rhythmically-synched 393–5
structures 443
suspension layer 372
timer node 437
toolbar 5
transitions 178–93; forms 132, 144–6; junctures 179–81; masking 177–8; matrix 181, 193
Triggers 35, 40, 42, 46–51, 53–5, 310–13, 411–13
Unreal Unit (UU) 27
utilities 8
vehicles 359–73; automatic gears 364–5; cameras 372; elements 361–3, 368–72; smooth operator 365–6; surface/tile layers 366–8; velocity to pitch 359–61
vertical re-orchestration 131
View Options menu 8
Viewport panel 5
voice center channel volume 308
volume 96–100, 302, 307; curves to 164–6; determining 159–66; equal 304; oscillation 100–2; velocity to 272
Wave Param node 429
weapons 287–8, 335–56; background 335–6; bullets 351–6; environment and distance elements 348–51; feedback 346–8; one-shot, retriggered, or loop 338–45; projectiles 345–6; system 336–8
wet sound 227
wind sounds 68
words, spacing 385