
  
  
  
  :: UDK+Supercollider: real-time synthesis for sound effects
   - View my Kismet sequence for capturing spatialization data
   - Read about this project over at DesigningSound.org
  
	- 
	  DEMO 7
 Melee Weapon Impacts
 
 Hitting different sections of
 a pipe structure to generate
 a range of metal impact
 sounds in SuperCollider.
 
 1m10
    Melee Weapon Impacts
 
 
 
- 
	  DEMO 6
 Liquids - Basic scenarios for:
 • Gloop
 • Fast flowing river
 • Waterfall
 • Trickle
 • Drip
 
 2m10
    Liquids
 
 
 
- 
	  DEMO 5
 Spatialization - using
 Kismet to calculate values
 for panning parameters in
 SuperCollider
 
 2m44
    Spatialization
 
 
 
- 
	  DEMO 4
 Logarithmic attenuation
 with Kismet custom class
 
 43s
    Logarithmic attenuation
 
 
 
- 
	  DEMO 3
 Collision test using impact
 velocity values to alter
 the timbre, pitch and
 volume of a barrel impact
 sound
 
 1m32s
    Impact sounds
 
 
 
- 
	  DEMO 2
 This example uses actor
 location vectors to control
 a creaking door patch in
 Supercollider in real-time
 
 1m22s
    Creaking door
 
 
 
- 
      DEMO 1
 Showing how the UDK
 weapon fire function
 can be used to send OSC
 to Supercollider to
 generate endless variations
 of a laser sound effect
 
 44s
    Weapon fire 
 
:: UDK - audio implementation adventures (More info here)
  
	- 
      Accessing the
 Continuous Modulator
 node via Kismet
 
 3m16
    Continuous Modulator access 
 
- 
      Orbiting sound actors
 to attempt to randomise
 ambient spot FX
 
 2m55
    Orbiting Sound Actors 
 
- 
      Water impacts and
 underwater ambience using
 trigger volumes and
 kismet.
 
 3m10
    Water Impacts 
 
- 
      A Doppler effect simulation
 using Kismet to compare
 player/object co-ordinates
 and adjust the frequency
 of a moving siren.
 
 1m46s
    Doppler effect 
 
- 
      A look at how music
 located in a building could
 be represented on the
 outside, and a method for
 volume ducking during
 voiceover playback.
 
 2m5s
    Reverb volumes 
 
- 
      The basic elements of a
 door open/close sequence,
 using reverb volumes,
 kismet scripting and
 strategically placed sound
 objects.
 
 1m30s
    Door sequence 
 
:: Warm Gun - sound design and implementation in Unreal
  
	- 
      Warm Gun iOS Debut Trailer
 
 • Features and Gameplay
 
 1m53s
    iOS Trailer 
 
- 
      Warm Gun Audio Diary 4
 
 • Weapon Fire and Handling
 
 1m21s
    Weapons 
 
- 
      Warm Gun Audio Diary 2
 
 • Steam train
 • Helicopter
 
 1m29s
    Vehicles 
 
- 
      Warm Gun Audio Diary 1
 
 • Falling rocks
 • Truck collision
 • Falling stalactites
 • Explosions
 • Bullet impacts
 
 2m25s
    Collisions and Impacts 
 
- 
      Warm Gun Audio Diary 3
 
 • Spike trap
 • Crusher trap
 • Arena trap
 • Mattress leap
 
 1m11s
    Gameplay events 
 
:: Audio Replacement Demos
  
    
		- 
	  Iron Man 2
 Video shows Foley recording
 and sound design.
 
 For demonstration
 purposes only.
 
 32s
    Iron Man 2
 
 
 
- 
	  Wallace and Grommit
 
 For demonstration
 purposes only.
 
 36s
    Wallace and Grommit
 
 
 
- 
	  Start the Party
 
 For demonstration
 purposes only.
 
 11s
    Start the Party
 
 
 
:: Jeklynn Heights - sound design and implementation in UDK
  
	- 
      Gameplay Demo 1 - Orb
 
 • Character footsteps
 • Environmental sounds
 • Music
 
 27s
    Orb Capturing 
 
- 
      Gameplay Demo 2 - Combat
 
 • Character footsteps
 • Blade weapon
 • Music
 
 47s
    Combat Basics 
 
- 
      Gameplay Demo 3 - Sanity
 
 • Character footsteps
 • Environmental sounds
 • Music
 
 37s
    Sanity Posts 
 
:: Wwise / Cube mod projects - more info here
  
    - 
	  DEMO 3 - RTPC
 Using Wwise RTPCs to adjust
 pitch, volume and LPF of
 sound and music in Cube
 
 1m13
    Using RTPCs
 
 
 
- 
	  DEMO 2 - Music Transitions
 Extra game code to
 switch between three
 music cues in Wwise
 
 1m16
    Music transitions
 
 
 
- 
	  DEMO 1 - Footsteps
 Additional C++ code and
 Wwise events to separate
 player and monster
 footsteps and add
 movement sounds
 
 2m16
    Footsteps