Sound synthesis and variation

Interesting video to watch, not much else to say about it really.

Personally, I appreciate games that don’t just repeat the same exact audio clip constantly, and this covers that. I also don’t appreciate games that use multiple long audio clips to add variation, but it comes at the cost of memory (this video also covers that).

I believe this is called “spectrum analysis”, and is also known as “FFT”? I believe Unreal Engine didn’t actually support this without a plugin for a while, but I’m pretty sure this year it was officially integrated into UE4 and first used for Fortnite.


I’d love if UII included sound variation, but it’d be taxing on Nelson to figure that out and implement it for most every sound. 3.0 unfortunately feels repetitive in part due to no sound variation whatsoever.


This topic was automatically closed after 28 days. New replies are no longer allowed.