Chapter 9.3 Cinematics: SoundCue

Sound Cues are basically what a Material is to a Texture. It takes a Sound, and it modifies it further. Both Sounds and Sound Cues can be used, but many actors and properties are specifically made for either of the two, and will not accept the other type.

If you only wish to play a single sound, it is usually the easiest to use a Sound and not a Sound Cue, as that saves you time setting up the Cue. The advantage of a Cue is however that the same Cue is used across the game, and that by modifying the Cue, it will affect the entire game. Lets say you have a lot of torches in your game, say 50 a level, and your game is 10 levels large, then that comes down to 500 torch sounds. If you use regular Sounds, and you find out at some point that the torch sounds are too loud, or use the wrong sound, you are going to have to update all 500 sounds by hand. That is not cool. If those 500 torch sounds were to use a Cue, you’d only have to modify the Cue they use to update all those torch sounds instantly.

Sound Cue User Guide
The behavior of audio playback in UE3 is defined within SoundCues. The Sound Cue Editor is the tool used to work with audio in the Unreal Engine. The Cue Editor lets you basically mix and alter sounds through a node based setup, similar to the Material Editor or Kismet. The Cue Editor is great to create complex audio samples with. For example, to mix a looping wind sound with the howling of a wolf every 30 second

Sound Cue Reference
Unreal Engine 3 provides various SoundCue nodes built-in that can be used to create interesting and complex sounds.

Sound Actors
Unreal Engine 3 provides several different types of actors that can be used to produce or modify ambient sounds within the level.

  • UDK Sound: Introduction & Basic Set Up
  • Ambient SoundCue Setup using Kismet

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