Asset Pack Plugins for Unreal Engine
Dynamic SciFi Guns Audio System Manual
|
Dynamic Birds Guns Audio System Manual
Update Changelog
|
Dynamic Footsteps Guns Audio System Manual
PLUGIN DEMO PROJECT HERE |
Sound Preview Videos
|
|
|
Support Material
How to add new Surface Types
|
Sound Librarian is creating sound asset packs that include significant implementation functionality for the Unreal engine.
We provide thousands of high quality sound effects but unlike most asset packs which just give you the sounds, we make use of over two decades of game development experience to design implementation systems that make the most of these assets by providing you with systems that allow you to bring your worlds to life.
We provide thousands of high quality sound effects but unlike most asset packs which just give you the sounds, we make use of over two decades of game development experience to design implementation systems that make the most of these assets by providing you with systems that allow you to bring your worlds to life.
Frequently Asked Questions
Q. There are free solutions for auto footstep placement and sound triggers. Why would anyone spend this much money on something that simple to work and able to setup free within minutes?
A. Our packages for Unreal Engine all follow a similar design. We combine recorded or created assets with useful functionality that provide solutions for developers and media creators. So while there may be other systems to "add footstep sounds" to an unreal project it is unlikely that those solutions fulfil the same task as this package.
Firstly this package includes thousands of sounds recorded specifically for the package. These are not just "steps" in the traditional sense, and that is one of the core reasons this package was made. Most footstep sound packs may include a series of recordings of someone walking on surface X or surface Y, but almost all of these will have a single "articulation" type. A person WALKING. This has been common across SFX libraries for years. This pack expands on that idea by recording a broader range of foot articulation to more accurately represent the types of sounds a foot can generate through a range of movements.
So walk, run, sneak, march, pivot, slide, stagger and limp.
The second aspect specifically to Unreal content is that almost all sound packs on the Epic Marketplace pack a single sound-file into each sound-cue. This makes them far less useful to developers because this is not how sounds should be implemented into Unreal for the most effective playback. We create a sound cue for articulation X on Surface Y and it will contain multiple sound files that are randomly selected at runtime and then have a slight amount of pitch and volume randomisation added to remove audible repetition.
Our plugin also does more than just trigger a sound. It tracks the impact speed and rotation of each foot and triggers a cue or a combination of cues to create a more realistic "performance" This is a lot like an automated Foley system where we match the visuals with the appropriate sound for tiptoeing or running or sliding. A simple footstep trigger is never going to achieve the same results from an audio point of view.
We have over 20 years experience creating sound content for many of the biggest developers and studios on the planet and we spent time investigating what systems would be useful to creators. Our content is used by teams such as Disney, Skywalker Sound, Activision, Weta and EA and all these companies actively seek systems that save them time and money. It took a location recordist and a technical sound designer several weeks to create this package and then a programmer even more time to create the code support for it. We certainly understand that not everyone would want to spend $200 on a package like this, but considering that price is the equivalent of maybe two hours work for a professional developer, there are many people who will find value in this package.
A. Our packages for Unreal Engine all follow a similar design. We combine recorded or created assets with useful functionality that provide solutions for developers and media creators. So while there may be other systems to "add footstep sounds" to an unreal project it is unlikely that those solutions fulfil the same task as this package.
Firstly this package includes thousands of sounds recorded specifically for the package. These are not just "steps" in the traditional sense, and that is one of the core reasons this package was made. Most footstep sound packs may include a series of recordings of someone walking on surface X or surface Y, but almost all of these will have a single "articulation" type. A person WALKING. This has been common across SFX libraries for years. This pack expands on that idea by recording a broader range of foot articulation to more accurately represent the types of sounds a foot can generate through a range of movements.
So walk, run, sneak, march, pivot, slide, stagger and limp.
The second aspect specifically to Unreal content is that almost all sound packs on the Epic Marketplace pack a single sound-file into each sound-cue. This makes them far less useful to developers because this is not how sounds should be implemented into Unreal for the most effective playback. We create a sound cue for articulation X on Surface Y and it will contain multiple sound files that are randomly selected at runtime and then have a slight amount of pitch and volume randomisation added to remove audible repetition.
Our plugin also does more than just trigger a sound. It tracks the impact speed and rotation of each foot and triggers a cue or a combination of cues to create a more realistic "performance" This is a lot like an automated Foley system where we match the visuals with the appropriate sound for tiptoeing or running or sliding. A simple footstep trigger is never going to achieve the same results from an audio point of view.
We have over 20 years experience creating sound content for many of the biggest developers and studios on the planet and we spent time investigating what systems would be useful to creators. Our content is used by teams such as Disney, Skywalker Sound, Activision, Weta and EA and all these companies actively seek systems that save them time and money. It took a location recordist and a technical sound designer several weeks to create this package and then a programmer even more time to create the code support for it. We certainly understand that not everyone would want to spend $200 on a package like this, but considering that price is the equivalent of maybe two hours work for a professional developer, there are many people who will find value in this package.
Q. How can we make custom surface types for Dynamic Footsteps Audio System to add new content?
A. Initially we have not provided steps to create user custom articulation sets. This is primarily because each surface type has a large selection of recorded articulations that need to be created to make a surface type work correctly. We may consider creating a tutorial on how to do this if lots of users want this feature, BUT, we do have updates planned so we will be recording new content and adding new surface types. The first of these will be Sand surfaces which we were prvented from recording initially because of Pandemic lockdowns. So sand should be added to the Footsteps System by half way through 2022. Stay Tuned!
A. Initially we have not provided steps to create user custom articulation sets. This is primarily because each surface type has a large selection of recorded articulations that need to be created to make a surface type work correctly. We may consider creating a tutorial on how to do this if lots of users want this feature, BUT, we do have updates planned so we will be recording new content and adding new surface types. The first of these will be Sand surfaces which we were prvented from recording initially because of Pandemic lockdowns. So sand should be added to the Footsteps System by half way through 2022. Stay Tuned!
Q. Does the Dynamic Footsteps Audio System require adding animation notifies or does it work purely with tracing?
A. The System is designed to be simple and easy to use for all types of "movement" We wanted to support mocap, key frame, ragdoll etc. So once you attach the plugin to each foot of a model it tracks the impact speed of that foot and the ground surface. So as long as a "foot" with the plugin attached makes contact with a surface it should trigger.
A. The System is designed to be simple and easy to use for all types of "movement" We wanted to support mocap, key frame, ragdoll etc. So once you attach the plugin to each foot of a model it tracks the impact speed of that foot and the ground surface. So as long as a "foot" with the plugin attached makes contact with a surface it should trigger.
Q. More information on the Dynamic Footsteps Audio System method for triggering these would be appreciated? Sounds like the selection of sample played back is based on the foot angle / rotation / surface?
A. Yes, we track impact speed and rotation per foot (you can have as many feet as you like) We have a series of different articulation sounds that are selected to match what the foot is doing and what surface it is doing it on. So you might get a medium velocity impact combined with a rotational slide that produces a more realistic effect than a simple "step" sound.
A. Yes, we track impact speed and rotation per foot (you can have as many feet as you like) We have a series of different articulation sounds that are selected to match what the foot is doing and what surface it is doing it on. So you might get a medium velocity impact combined with a rotational slide that produces a more realistic effect than a simple "step" sound.