UE4 SoundCue sound node summary

Recently, I took a look at the sound effects and made a summary Mark:
1. Cue file : Audio serialization file, which can sort, combine, fade in and fade out multiple audio files, and make a new audio file
2. Cue files in the file "Sound Node"
2.1 Crossfade by parameter:
detailed explanation of nodes and parameters:
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operation tips: select multiple nodes, then drag or right-click to select multi-node sound nodes (such as crossfade by parameter, branch, etc. nodes), connect will automatically connect
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Blueprint call:
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Final effect: Change the volume change between audio A/B by setting the Speed ​​​​parameter value to achieve cross-fade sound effect
Description: When the value of Speed ​​is just within the fade-in/out range, the audio will start playing from the beginning ( instead of continuing to play). In addition, crossfading by parameter changes the timbre, while decaying the sound effect changes the volume. Suitable for vehicle driving sound effects

2.2 Cross-fading by distance:
Detailed description of nodes and parameters:
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Final effect: Change the volume change between audio A/B by changing the distance between the player and the Sound Actor to achieve cross-fade sound effect
Description: When the distance between the player and the Sound Actor is just right When fading in/out of range, the audio starts playing from the beginning (instead of continuing). In addition, crossfading by distance changes the sound color, while the decay sound effect changes the volume. Different sound effects for bullets and rockets at different distances

2.3 Adult (Mature):
[Popular Science]
Mature translates to mean "adult", I don't understand. Then I checked the official documents:
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I still don't understand. Then I searched for ESRB, and I understood it in seconds! Mature means: if the audio contains adult content, you can ask the audio developer to set whether to let the audio play, and the game release is divided into adult version and minor version
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Detailed explanation of nodes and parameters:
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play after connecting the nodes, in the default initial condition, it is found that only the first sound effect will be played

Open one of the audio files, check "adult", and play
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the blueprint call: Here I wrote another blueprint to indicate the function. When the audio is found to be marked as "adult", it will play the beep beep that blocks the swear words~
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Final effect: Audio with the "Adult" option checked will not play. And only the first audio with the "Mature" option unchecked will be played
Note: The Mature node will only play one audio, and this audio is the first audio with the "Mature" option unchecked. The "adult" boolean value in the audio is a built-in attribute of the audio file, which is suitable for playing the only sound effect

2.4 serializer: suitable for scenarios where sound effects are played in a specified order
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2.5 Modulator: The pitch and volume of each playback are random values. It is suitable for generating different random sound effects under the same or similar sound generation conditions, such as shooting guns and raindrops falling on the ground
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2.6 Dialogue Player: I haven’t figured it out yet, I’ll add it later
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2.7 Doppler:
Detailed explanation of nodes and parameters:
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here is an attempt to make a sound effect of an ambulance passing by, very realistic material address
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Doppler intensity: 1 unit corresponds to a frequency difference of 50 cents (verified by my golden ear)
using smooth, Smooth Difference Velocity: Added a fade in/out effect on frequency to Doppler sound
Final effect: Ambulance passing in front of you
Description: Applied to Doppler sound (crap)

2.8 Branch:
Detailed explanation of nodes and parameters:
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Blueprint call:
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Final effect: Audio switched
Note: After each switch, the audio will play from the beginning. Applicable to the pressing and releasing of button switches

2.9 Mixer: nothing to say
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2.10 Continuous Modulator:
Details of Nodes and Parameters:
The maximum/minimum input receives the value from the blueprint or code (here the parameter is named "current strength"), and limits this value. Max/Min output determines the volume of the final output. Note that the volume in the following screenshot jumps directly from 1 to 3, because the minimum input value is 3, and the volume will change only when the value of "Current Velocity" exceeds 3. If the reader understands this point, it means that he fully understands how to use this node.
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Blueprint call: In fact, the "default value" in the node parameter is updated.
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"Parameter mode" Readers can experience
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the final effect by themselves: the volume occurs as expected Change
Note: The same is true for pitch modulation parameters.

2.11 Switch
Node and parameter details:
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Blueprint call: When I pressed the button rhythmically, I was nodding Rap unconsciously~
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Final effect: The event is bound together with the playback audio, nodding Rap~
Description: Suitable for simulating a car Music, radio arbitrary selection switching and other scenarios

2.12 Sonic Player
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2.13 Sound wave parameters: similar to the "set sound effect" function method
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Blueprint call:
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2.14 Attenuation: Control properties of analog sound (stereo, spatialization, reverb, occlusion, etc.)
Nodes and parameters detailed explanation:
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Turn on "Reload Attenuation", that is, to set new attenuation parameters
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Sometimes you will find that when switching sound effects, Unable to play normally, sometimes because the "inner radius value" of the sound attenuation asset is too small (the reason is not clear yet), just increase it appropriately. The final effect: the volume of the audio changes with the distance, and the sound has a sense of
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space
Description: Suitable for spatial sound sources

2.15 random:
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2.16 Delay:
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2.17 Sound effect category: a category with filter and sub-channel mixing functions. See official documentation for details
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2.18 Oscillator: Simulate the sound effect of an oscillating circuit, which can multiply the volume and pitch by different sine functions
Detailed explanation of nodes and parameters:
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Final effect: Please try it yourself, I feel like vomiting after listening to it~
Description: Suitable for regular, Weird sounds, such as the sound of tractors and electronic instruments

2.19 Loop:
Detailed description of nodes and parameters: used to reduce the quality level of audio files and reduce CPU consumption
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2.20 Quality level:
Node and parameter details: The node only loads the sound wave connected to the selected branch into memory (from the official document, I don’t understand)
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Blueprint call:
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2.21 group control: I don't understand

2.22 Envelope device:
Node and parameter details: editable volume, pitch curve, similar to Timeline node
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[Completed]

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Origin blog.csdn.net/qq_34437757/article/details/128484892