~/talk

Crash Course in Digital Audio

Talkat Unreal Fest Online 2020 · on Tuesday, 2020-07-14· [game-development]
links:none on file
slides:none on file

Overview of concrete takeaways: Unreal Engine uses real-time decoding to 16-bit assets and renders in 32-bit float, yielding 16-bit -> ~96 dB SQNR and 32-bit mix -> ~190 dB headroom, so quantization noise is usually negligible unless sources are very quiet. Practical tools covered: sound concurrency, sound class/sound mix, submix effects, max channels to limit simultaneous sources and duck/route or compress at the final mix stage. Recommendation: keep source dynamic range high, avoid boosting quiet files, dither when downsampling, and manage polyphony to prevent noise accumulation.

AI-written summary · about

  1. 0:00Introduction
  2. 0:38The Unreal Audio Engine team
  3. 0:51Join the team
  4. 2:04Digital audio fundamentals
  5. 3:23Audio is not a dark art
  6. 5:28Acoustics
  7. 6:14Analog recording and reproduction
  8. 6:50Analog recording: advantages and disadvantages
  9. 8:29Digital recording and reproduction
  10. 9:50Numbers in computers: binary
  11. 12:08Digital as analog
  12. 12:59Volume perception and decibels
  13. 14:23Sound pressure level (SPL)
  14. 15:31Comparison to unity gain
  15. 17:47Volume perception and frequency
  16. 20:26Quantization noise
  17. 22:44Bit-crushing
  18. 24:41Dithering
  19. 25:53Bit-depth in Unreal Engine
  20. 27:57Avoid boosting quiet sounds
  21. 28:25Avoid audio sausage
  22. 28:57Think subtractive mixing
  23. 29:26Use logical mixing vs dynamics processing
  24. 30:19Dealing with mix and dynamic range in UE4
  25. 33:37Conclusion and summary
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