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See our Readme page for information regarding installing and playing our maps, and use of our custom content.





Red Orchestra

David's Maps:

Petros coming soon

Level Design:

Information & Tutorials


Tribes:Vengeance

David's Maps:

MP-Assassinate-DGSP
MP-Mercy-DGSP
MP-Truth-DGSP


Unreal II and XMP

David's Maps:

XMP-DG_Alaska

Level Design:

Meshes
Textures


Unreal Tournament

David's Maps:

DM-DG_Dyscus
DM-DG_Illusion
DM-DG_Io
DM-DG_Octagon
DM-DG_SkyScraper
DM-DG_Vapour

Jason's Maps:

DM-DG_Haunted
DM-DG_Ruins

Level Design:

Custom Scripts
Custom Sounds
Custom Textures



The Team

David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer

Jason 'FRaK' Dudley - tester
See the map Readme for other testers


Contact

You can email us at
dgunreal@lilchips.com

 

Unreal Tournament 2004 Level Design - AmbientSound Actor


Actor Classes - Actor - Keypoint - *AmbientSound

The AmbientSound actor provides you with the ability to assign environmental sounds to various locations or objects within your map.  Common uses would be for sound for such things as fans, motors, machinery, creaking window shutters, dripping water, etc.

The default behaviour for an AmbientSound actor is to play the assigned sound(s) in a continuous looping fashion.  Because of this, at times ambient sounds can appear to be too mundane or repetitive, in which case an actor such as the DG_AmbientVoice can be used instead of, or in combination with, an AmbientSound actor to provide a wider variety of ambient sound.


Adding the Actor

Select the actor class in the browser, go to your map [T]op view and right-click at the desired map location, and choose "Add AmbientSound here" from the popup menu.

Make sure that the editor's grid settings are at least 16 or smaller, otherwise the actor may not place in the map or it may place in an odd location.


Ambient Sound Radius

One of the confusing AmbientSound properties for many mappers is the SoundRadius.

The radius is specified in Unreal Units for where the sound is the specified volume.
In other words, a SoundRadius value of 128 specifies that the sound should be at its specified SoundVolume value within a radius of 128 Unreal Units.

The sound then falls off to where SoundRadius*100 is where the sound stops.
In other words, a SoundRadius value of 128 specifies that the sound will fall off and stop at a radius value of 12800 Unreal Units.

The sound will be at approximately 1/2 volume at a radius of SoundRadius*10.
In other words, a SoundRadius value of 128 specifies that the sound should be at 1/2 of its specified SoundVolume value within a radius of 1280 Unreal Units.

The actual fall off formula is:
FallOff in db = 20 * log10 (1 + RollOff * (current_radius - Radius) / Radius)


Notes

You can also have other actors/objects such as a StaticMesh emit ambient sound by simply filling in the Sound properties as you would an AmbientSound actor.
However, you may find it easier to place AmbientSound actors in the map so that you can more easily see within the editor where the sources of sounds are emanating.
Only the AmbientSound actor has the SoundEmitters array as well, which is not available for standard actors.

While the properties information outlined below are effectively derived from the Unreal Developer web site, additional information has been included in some areas to hopefully provide a bit more clarity on the use of this actor.

By using the SoundEmitters array, multiple sounds can be played by a single AmbientSound actor.

The AmbientSound actor is audible within the Unreal Editor by choosing the RealTime Preview.


AmbientSound guidelines

AmbientSound actors should be used often and plentiful in maps to increase the amount of realism and the environmental quality.


Properties

Sound
AmbientSound Specifies the sound to play.
Default = None

Use the Sounds Browser to choose the sound to play and have it added to this slot.
bFullVolume Specifies whether the AmbientSound actor ignores the AmbientVolume= settings in the UT2004.ini file.
Default = False

The default value is False and should normally be left at that.
SoundEmitters[] Specifies a dynamic array of Sound Emitters that support sound playback at various intervals.  Choose the Add button to add additional Sound Emitters to the actor.

The Sound Emitter properties are:
EmitInterval: the interval or delay in seconds between each time the sound is played.
EmitSound: specifies the sound to play.
EmitVariance: specifies a variance in seconds to the interval value, so that the sound playback is not too noticeably repetitive.  The final interval value is EmitInterval ± EmitVariance.
SoundOcclusion Specifies the sound occlusion mode.
Default = OCCLUSION_Default

Occlusion works by dropping the radius by 65% when the actor making the sound is occluded based on the settings described below.  Because the radius of the sound is reduced, the sound will be quieter.  Occlusion does not always take place instantly, the radius change is interpolated over time to make the transition smooth.

If you are using StaticMeshes for walls and floors etc. in your map, you may have to set the occlusion mode to OCCLUSION_StaticMeshes.

OCCLUSION_Default:  sounds will be occluded by BSP (same as OCCLUSION_BSP).
OCCLUSION_None:  sounds will not be occluded at all.
OCCLUSION_BSP:  sounds will be occluded by BSP.
OCCLUSION_StaticMeshes:  sounds will be occluded by static meshes and BSP.
SoundPitch Specifies the pitch of the sound.
Default = 64

The range is from 32 to 128, where 32 is 1/2 the pitch or 1 octave down, 64 is the default pitch, and 128 is 2x the pitch or 1 octave up.
Values outside of this range are clamped to either 32 or 128.
SoundRadius Specifies the radius of the sound.
Default = 128.0

This value is the radius in Unreal Units that the sound is at the specified volume within.   Note that world object occlusion will also change the sound volume.  Outside of this radius value, the sound begins to fall off.

The radius value is 1/100 of the sound's maximum range in Unreal Units.  So SoundRadius*100 is the distance in Unreal Units where the sound stops.
The sound is at approximately 1/2 volume at 10x the radius distance.

For example, a SoundRadius value of 128 will provide "SoundVolume amplitude" within a circle that is 128 UUs in radius, and will be at approximatey 1/2 volume when you are 1280 Unreal Units away from the AmbientSound actor, and it will stop when you are 12800 Unreal Units away from the AmbientSound actor.
SoundVolume Specifies the volume level of the sound played.
Default = 100

0 is no sound and 255 is the loudest.
Values higher than 255 are simply looped, ie: 256 = 0, 257=1.

SoundVolume is scaled by the AmbientVolume= entry in the UT2004.ini file, which is a 0.0 to 1.0 multiplier for all ambient sounds.
Note that world object occlusion will also change the sound volume.
TransientSoundRadius Do not modify this.
Default = 300.0

This is the default sound volume for sounds played with PlaySound or PlayOwnedSound.   This volume can be overridden in both these functions.
TransientSoundVolume Do not modify this.
Default = 0.3

This is the default sound radius for sounds played with PlaySound or PlayOwnedSound.   This radius can be overridden in both these functions.





0611.09 · 645 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.