~/talk

The Future of Audio in Unreal Engine

Talkat GDC 2017 · 2017-02-27..03-03· [game-development]
links:none on file
slides:none on file

A rewritten, multiplatform Unreal audio engine lands in UE4.15 and ships in Robo Recall with real-time synthesis and a new parametric reverb that stays constant cost while allowing dynamic dry/wet sends; it exposes a simple DSP plugin API so external source/submix effects (phaser, ring mod, delay, EQ) load as plugins and are controllable from Blueprint. Live demos include a subtractive modular synth, a granular synth, MIDI-to-Blueprint input, Steam Audio spatial/baked reverb integration, hot‑reloadable C++ synth components, and painless content-compatible switching across platforms.

AI-written summary · about

  1. 0:00Introduction to new audio
  2. 2:03History of UE4 audio
  3. 4:41Challenges and limitations
  4. 6:51Designing the new engine
  5. 8:37Core features overview
  6. 13:38Engine design pillars
  7. 14:43Implementation in Robo Recall
  8. 17:16New engine capabilities
  9. 21:18Parametric reverb demo
  10. 25:07DSP effects system
  11. 28:44Submix effects
  12. 29:39Subtractive synthesis demo
  13. 39:04Granular synthesis demo
  14. 45:35Creating custom synthesizers
  15. 48:58Practical synth application
  16. 52:05Steam Audio integration
  17. 55:36Future roadmap and Q&A
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