The document discusses importing ambient sound files and setting up triggers for other sounds in a game world created in UDK. Ambient sounds were imported as sound waves and placed in specific areas represented by blue circles to play depending on the player's location. Triggers were also set up using Kismet so that additional sounds would play when the player enters designated areas surrounded by green wire frames.
Waverator Spectra is a virtual synthesizer to create complex pads, leads, atmospheric textures, ambient soundscapes and sound effects. Features a collection of 80 presets suitable for many genres and styles of music and flexibility to custom design over a diverse sonic palette. Available as plugin in VST 32 bit and 64 bit and VST3 64 bit versions for Windows as well as in Audio Unit for macOS.
Features:
• Two Digitally Controlled Oscillator (DCO) with three selectable waveforms (saw, triangle, pulse).
- DCO 'A' octaves: 8', 16', 32 with sync selector.
- DCO 'B' octaves: 4', 8', 16' with interval control.
• Two Digitally Controlled Filter (DCF)
- 'A' with control over ADSR envelope generator (Attack, Decay, Sustain, Release).
- 'B' with control over cutoff frequency, contour amount, FM modulation and resonance.
• Mixer (controlling Oscillators A / B), master volume, filter modulation selector and switchable keytrack (OFF, 50%, 100%).
• Loudness Contour with control over ADSR (Attack, Decay, Sustain, Release).
• Soft Waveform Modifier (Stereo Shaping): Contains waveshapers for left and right channels that can be used as a soft clipper, waveform modifier or subtle distortion unit, which maps input to output values depending on a transfer function you draw by dragging the control points with your mouse.
• Double Delay Effect (Stereo Shaping): with modulation (Varies the delay time dynamically) and amount of feedback controls.
• Portamento (Glide) Control: affects pitch transitions. A gliding effect that allows a sound to change pitch at a gradual rate, rather than abruptly, when a new key is pressed or MIDI note sent. When turned to the far left, there are no pitch transitions - new notes immediately play at their "correct" pitch. If turned to the right, the glide time increases - new notes are triggered at the pitch of the previous note, and then gradually glide to the pitch of the played note, quickly or slowly, depending on the setting of this knob.
• Possibility of turn the Synth into Mono Mode and Retrigger switch.
• Spatial Auralization: presets brings a stereophonic sound panning to increase the audible perspective.
• Hint Property: Tooltip when the mouse is over a control. You can mouse over any of the controls anywhere in Waverator Spectra and this will display a short description of what that control does.
• MIDI Automation. Implementation of MIDI Continuous Controller parameters for use with external hardware control via DAW.
• Preset manager (Only VST2/VST3 64 bit and Audio Unit). Load and save presets and banks.
• 80 internal presets (Pre-programmed sounds) with spatial auralization, bringing a stereophonic sound panning to increase the audible perspective
Harmodion is an organ and a free-reed aerophone virtual instrument, which includes electronic, clonewheel drawbar, transistor and combo organs, as well as reed harmonium, flutina, accordion and bandoneon. It uses additive synthesis allowing to manipulate harmonically the sine waveform components to produce pitched sounds, as well as to individually detune those components to produce inharmonic timbres. A set of sliding drawbars are used to mix the various harmonic components generated by the tonewheels emulation in order to synthesize a wide variety of sounds. Available as plugin in VST 32 bit and 64 bit and VST3 64 bit versions for Windows as well as in Audio Unit for macOS.
Features:
• 9 Drawbars. By sliding drawbars in or out, the user can mix various pitches and create the richly distinctive sounds of an electric organ or of a free reed aerophone instrument.
• The Additive synthesis constructs complex sounds by controlling the level of individual sine-wave components. The sound can be reshaped by alterations made to timbre. A harmonic sound could be restructured to sound inharmonic, and vice versa.
• The rich harmonic content of their sound allows to generate the widest palette of tonal variations from tonewheel drawbar and electronic organs to squeezeboxes (hand-held bellows-driven) emulations. Legendary combo organs can be modeled in order to approach to those classics like the Farfisa Compact Organ and Vox Continental Transistor Combo Organ, among others.
• Vibrato effect, with depth and speed modulation control.
• Adjustable Key Click simulation to add the percussive effect for distinctive organ sounds and button click noise in Accordion and Bandoneon presets.
• Configurable Drive level. Accomplished by clipping the input signal, this effect adds sustain and additional harmonics and overtones to the signal, creating a richer sound with a warm thickness regarding to the original tone.
• MIDI Automation. Implementation of MIDI Continuous Controller parameters for use with external hardware control via DAW.
#VirtualBandoneon #BandoneonVST #BandoneonVST3 #ClonewheelOrgan #VoxContinentalVST #ReedOrganVST #HarmoniumVST #FreeReeAerophone #FarfisaVST #ElectronicOrgansVST #VintageOrgansVST #OrganVST #DrawbarOrganVST #TransistorOrganVST #ComboOrganVST #TonewheelOrganVST #PipeOrganVST #FlutinaVST #HarmoniumVST3 #VirtualTonewheelOrgan #GlassArmonicaVST #GlassArmonicaVST3 #GlassArmonicaAudioUnit #OrganAudioUnit
Waverator Spectra is a virtual synthesizer to create complex pads, leads, atmospheric textures, ambient soundscapes and sound effects. Features a collection of 80 presets suitable for many genres and styles of music and flexibility to custom design over a diverse sonic palette. Available as plugin in VST 32 bit and 64 bit and VST3 64 bit versions for Windows as well as in Audio Unit for macOS.
Features:
• Two Digitally Controlled Oscillator (DCO) with three selectable waveforms (saw, triangle, pulse).
- DCO 'A' octaves: 8', 16', 32 with sync selector.
- DCO 'B' octaves: 4', 8', 16' with interval control.
• Two Digitally Controlled Filter (DCF)
- 'A' with control over ADSR envelope generator (Attack, Decay, Sustain, Release).
- 'B' with control over cutoff frequency, contour amount, FM modulation and resonance.
• Mixer (controlling Oscillators A / B), master volume, filter modulation selector and switchable keytrack (OFF, 50%, 100%).
• Loudness Contour with control over ADSR (Attack, Decay, Sustain, Release).
• Soft Waveform Modifier (Stereo Shaping): Contains waveshapers for left and right channels that can be used as a soft clipper, waveform modifier or subtle distortion unit, which maps input to output values depending on a transfer function you draw by dragging the control points with your mouse.
• Double Delay Effect (Stereo Shaping): with modulation (Varies the delay time dynamically) and amount of feedback controls.
• Portamento (Glide) Control: affects pitch transitions. A gliding effect that allows a sound to change pitch at a gradual rate, rather than abruptly, when a new key is pressed or MIDI note sent. When turned to the far left, there are no pitch transitions - new notes immediately play at their "correct" pitch. If turned to the right, the glide time increases - new notes are triggered at the pitch of the previous note, and then gradually glide to the pitch of the played note, quickly or slowly, depending on the setting of this knob.
• Possibility of turn the Synth into Mono Mode and Retrigger switch.
• Spatial Auralization: presets brings a stereophonic sound panning to increase the audible perspective.
• Hint Property: Tooltip when the mouse is over a control. You can mouse over any of the controls anywhere in Waverator Spectra and this will display a short description of what that control does.
• MIDI Automation. Implementation of MIDI Continuous Controller parameters for use with external hardware control via DAW.
• Preset manager (Only VST2/VST3 64 bit and Audio Unit). Load and save presets and banks.
• 80 internal presets (Pre-programmed sounds) with spatial auralization, bringing a stereophonic sound panning to increase the audible perspective
Harmodion is an organ and a free-reed aerophone virtual instrument, which includes electronic, clonewheel drawbar, transistor and combo organs, as well as reed harmonium, flutina, accordion and bandoneon. It uses additive synthesis allowing to manipulate harmonically the sine waveform components to produce pitched sounds, as well as to individually detune those components to produce inharmonic timbres. A set of sliding drawbars are used to mix the various harmonic components generated by the tonewheels emulation in order to synthesize a wide variety of sounds. Available as plugin in VST 32 bit and 64 bit and VST3 64 bit versions for Windows as well as in Audio Unit for macOS.
Features:
• 9 Drawbars. By sliding drawbars in or out, the user can mix various pitches and create the richly distinctive sounds of an electric organ or of a free reed aerophone instrument.
• The Additive synthesis constructs complex sounds by controlling the level of individual sine-wave components. The sound can be reshaped by alterations made to timbre. A harmonic sound could be restructured to sound inharmonic, and vice versa.
• The rich harmonic content of their sound allows to generate the widest palette of tonal variations from tonewheel drawbar and electronic organs to squeezeboxes (hand-held bellows-driven) emulations. Legendary combo organs can be modeled in order to approach to those classics like the Farfisa Compact Organ and Vox Continental Transistor Combo Organ, among others.
• Vibrato effect, with depth and speed modulation control.
• Adjustable Key Click simulation to add the percussive effect for distinctive organ sounds and button click noise in Accordion and Bandoneon presets.
• Configurable Drive level. Accomplished by clipping the input signal, this effect adds sustain and additional harmonics and overtones to the signal, creating a richer sound with a warm thickness regarding to the original tone.
• MIDI Automation. Implementation of MIDI Continuous Controller parameters for use with external hardware control via DAW.
#VirtualBandoneon #BandoneonVST #BandoneonVST3 #ClonewheelOrgan #VoxContinentalVST #ReedOrganVST #HarmoniumVST #FreeReeAerophone #FarfisaVST #ElectronicOrgansVST #VintageOrgansVST #OrganVST #DrawbarOrganVST #TransistorOrganVST #ComboOrganVST #TonewheelOrganVST #PipeOrganVST #FlutinaVST #HarmoniumVST3 #VirtualTonewheelOrgan #GlassArmonicaVST #GlassArmonicaVST3 #GlassArmonicaAudioUnit #OrganAudioUnit
SOFTWARE EDUCATIVO PARA LOS ESTUDIANTES DE EDUCACIÓN PRIMARIA EN LA E.B.N “MAESTRO MARCOS PEREIRA OLIVARES”, SECTOR LA SALINA DEL SUR, DE LOS PUERTOS DE ALTAGRACIA, MUNICIPIO MIRANDA ESTADO ZULIA
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
DSP Anime export to Unity and other middlewareTsugiStudio
DSP Anime is a procedural sound effect generator for games and animations. It uses different synthesis techniques to create sound effects and many random variations automatically. For example, the "impact" sound model alone can generate up to 5 million of different impacts sounds with various materials, sizes and resonances.
This presentation shows how DSP Anime can easily export the sounds it generates to Unity, adding all the assets to the project automatically, creating meta files with the right settings and even writing JavaScript or C# scripts.
DSP Anime also exports towards the latest versions of Wwise, FMOD Studio, ADX2 & ADX2 LE, and GameMaker: Studio. All events, cues, containers, banks etc… can be created automatically.
SOFTWARE EDUCATIVO PARA LOS ESTUDIANTES DE EDUCACIÓN PRIMARIA EN LA E.B.N “MAESTRO MARCOS PEREIRA OLIVARES”, SECTOR LA SALINA DEL SUR, DE LOS PUERTOS DE ALTAGRACIA, MUNICIPIO MIRANDA ESTADO ZULIA
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
DSP Anime export to Unity and other middlewareTsugiStudio
DSP Anime is a procedural sound effect generator for games and animations. It uses different synthesis techniques to create sound effects and many random variations automatically. For example, the "impact" sound model alone can generate up to 5 million of different impacts sounds with various materials, sizes and resonances.
This presentation shows how DSP Anime can easily export the sounds it generates to Unity, adding all the assets to the project automatically, creating meta files with the right settings and even writing JavaScript or C# scripts.
DSP Anime also exports towards the latest versions of Wwise, FMOD Studio, ADX2 & ADX2 LE, and GameMaker: Studio. All events, cues, containers, banks etc… can be created automatically.
1. For this first sound I
imported one of my
previously created
sounds of that will feature as one of the main
ambient background sounds. There will be several main ambient sounds
that will alter as the player moves to different platforms featured in the game world that I
have created.
Below is a screenshot of me importing the sound file that will be featured as the ambient
sound for one of the platforms in my game world.
To import sound files into UDK, there are specific requirements for the file type, it has to be
roughly 41000 kHz and 16bit in order for UDK to be able to load the file into the game, when I
imported my sounds I also had to be sure that my ambient sounds were imported as sound
waves and my triggered/directional sounds were imported as sound cue’s. This was necessary
so the sound files would work in a certain way and it would allow organizing and manipulation.
2. After importing the first sound file, I brought it into the game world itself and scaled the area in
which it will be heard, depending on where the player is positioned in the game world. Below
you can see where the sound file is located in the game world on the top, side views and the
real-time view.
This blue circle represents the area in the game world where the sound will be heard by the player,
depending on where they are located.
I then repeated the same process on the other 2 platforms, so different ambient sounds will be
featured on different platforms. I did this by placing the sounds by the other platforms and
ensuring the blue circle only surrounded the platforms I wanted the sounds to be heard on.
3. In my next step, I imported two separate sounds which I set to be triggered when the player
approaches the area in which they are set to trigger. I did this using two of my previously
created sounds and the kismet feature in UDK. I set up two sequences using this feature that
trigger separate sounds in separate locations in the game world when the triggers are activated
by the player entering a certain area.
Below is a screenshot of the two events I created that allow the sounds to be triggered when
activated by the player.
4. This is the trigger as viewed in the Kismet feature, this is where to process is set up to allow the sound to play when triggered.
The trigger is the area represented by the camera surrounded by the green wire framed disc, when the player enters this area, the
sound will be triggered.
This icon in the Kismet feature I attached to the trigger so that when the trigger is activated by the player entering a specific area,
the sound I allocated will be triggered.
5. Below are two screenshots of the areas I allocated for the sounds to be triggered when the
player enters the specific areas that I have set to play sounds. As previously stated, the green
wire framed disc, is the area in which the player has to enter to trigger the sound to be played.