Thanks SO MUCH for this video! After my morning tea I'm digging right in! Working on a space shooter and this is exactly what I needed to figure out engine sounds. Thanks!
Amazing how much sound makes a difference. I'm doing a motorcycle game, and modulating the pitch only sounds horrible 😁. Are you going to use your unreal engine set up for your game or you going to use the fmod setup?
Isn't it! :'D Sorry to disappoint though - I'm not making my own game :') If I was... I'd stick with FMOD because all the assets are set up in there now!
@@valkyriesound3888 I am still working on my game and now have circled back to the motorcycle sounds :) Are you still around are you still working on games and sound?
Hey, nice tutorial ^^ Do you have a good shop where we can find more rpm sounds than in the epic marketplace? I feel like I have searched the entire internet, but didn´t find any of them... My problem is, there are only a few good sounds in the marketplace, but that was it, if you need something special you won´t find, like small engines for cars under 1 litre or propeller airplane engines (like piper cub).
Hey Butter, you could try www.epidemicsound.com - not sure what their payment model is like though. www.crankcaseaudio.com might be useful to check out - not sure what their payment model is either but it might give you some ideas for generation / manipulation of assets when you get them.
Do you mean actual recordings of cars accelerating? You can do that, but the tricky part would be if the Player changes speed while that sound is playing. A more dynamic system would be to monitor Player input and play appropriate sounds. You could check out REV here: www.crankcaseaudio.com If you've not tried it out before it might give you some ideas. There's an authoring tool near the bottom of the page, and a demo in UE4 using the buggy.
Hey man, thanks for this tutorial. This is the best one on UA-cam. For some reason, my blueprint isn't putting out any sound whatsoever when I PIE. Is there any way I could screenshare on discord and you can help me troubleshoot? I am stuck at 10:00. I see the text updating as it should, but that's it. I have gone through about 5 additional times to make sure I haven't missed a step.
One thing to note, I am not starting with the default advanced vehicle blueprint. I created a chaos vehicle from scratch. Should this still work if I plug the first series of nodes into the Event Tick?
Ach sorry, I don't know how it'll work if you're using another vehicle cos I kinda depends what else is in there you know. But you've reviewed everything a few times already so it should be working fine. This is going to kinda suck but... you could try it with the default vehicle and in going through it you might spot some things that're out of synch. Maybe there's a value in there that's different because it needed to be changed for the chaos vehicle.
Is there anyway I could invert sound attenuation occlusion so that when inside a vehicle from third person to first would the engine sounds be filtered?
I just bought the car sound pack and just need the files for editing purposes. How do I get them? I don't have a download link or anything after purchase.
Thank you so much for the fantastic audio tutorial! There are so few audio tutorials for the engine. At 2:50 you said there's a link to some example wav files, but they're not in the description. I don't actually need the audio, I just want to see the duration of each wav and also get an idea for what the difference is between all 9 of them. Could you maybe do a follow-up vid that gives a breakdown of the audio so we know what to create ourselves? Thanks!
Oops! Sorry about that :') Here's the link: tbf.me/a/yZOtn I've also added to the video description now. I made layers of sound for the engine, each with 9 loops of around 1 second each. Version 2 has a higher pitch than 1, 3 is higher than 2 etc. I've used several layers based on synths and recordings to give a more detailed sound overall. Hope that helps!
@@valkyriesound3888 Oh good to know. I thought the pitch shifting was happening in engine though. I found in my setup since I'm only using two wav files, my base sound was getting really really pitch shifted down to almost inaudible levels. I'm also shocked the length is only 1 second. I figured at that length the audio would repeat too obviously. Mine are on 10 second loops and I still feel like it's not enough, but maybe longer is worse because there's more distinction?
I think they're 1.7 seconds long (for no particular reason). I compromised for file size and because I'm layering and also because in my sort of 'master project' I'm using FMOD, and applying things like tremolo, flanger, and EQ which distort / disrupt the sound beyond the usual sort of pattern detection. A longer sound is usually better for that, but if you're applying in-engine effects like pitch mod and maybe LPF and you're layering the audio, and you have things like Doppler applied, and maybe you have a degree of randomisation for each engine (or slightly different sounds for each vehicle) then, at speed in-game, it shouldn't be noticeable. For me, keeping the sound pretty static and unremarkable means it can be shorter. I've read that some sound designers use 3 seconds for ambient loops - but I find around 10 can be better. It depends on the circumstance, how it's going to be implemented, and what it's for.
Question for you: I was a following a different tutorial creating a regular car in unreal with and it did its engine sounds by working off of the car's RPM and using that with a crossfade by param node, but the result is that all the sounds overlap each other instead of changing with the gears. From what I have seen, the RPM values in the crossfade are overlapping each other. Would you know of a better way to handle this? Or would vehicle speed be the better way to go? EDIT: almost forgot, this channel is great btw! you've got a subscriber in me
I'm having the same issue, I think I'll add a second Crossfade by Param (GEAR) in my Sound Cue where I change the pitch of the whole Crossfade by Param RPM.
Sorry! My original plan was to create new sounds that could be used but I've not had time to make them. Freesound.org has engine, generator, aircon, and other sounds for free that can be edited into loopable tracks and layered for vehicle audio.
Hmm... "realistic" possibly not, though I guess it depends on your source material. There's some software called REV that you might find interesting: www.crankcaseaudio.com Can be used in FMOD/Wwise, though no direct plugin for UE afaik. You can probably still achieve the same result using just UE but it's probably easier using Wwise and something like REV.
Thank you! Unfortunately a full playlist would be tricky as I'm working full time now - I was part-time last year so had lots of time to invest in projects!
@@valkyriesound3888 its okay , you can just make a video which describes sound using Wwise plugin , its actully used by most of games since it supports various parameters for sound which can be harder for a beginner, so you can make a tutorial on it
Hello! I've been working full time for a few months now so it's about trying to find time to make tutorials and keep up with my other projects! I'll see what I can do - and thanks for your interest :)
Thankyou for this, I needed learning resources dedicated to sound
No worries - hope this and my other ones help you out!
Thanks SO MUCH for this video! After my morning tea I'm digging right in! Working on a space shooter and this is exactly what I needed to figure out engine sounds. Thanks!
Yey! Good luck with it! :D
Your voice is so good to hear. Make asmr, man.
Amazing how much sound makes a difference. I'm doing a motorcycle game, and modulating the pitch only sounds horrible 😁. Are you going to use your unreal engine set up for your game or you going to use the fmod setup?
Isn't it! :'D Sorry to disappoint though - I'm not making my own game :') If I was... I'd stick with FMOD because all the assets are set up in there now!
@@valkyriesound3888 fmod looks awesome but it looks like a lot of work to set up was it a lot to set up with unreal engine
It's been a while since I did it, but I think it was relatively straightforward tbh
@@valkyriesound3888 I am still working on my game and now have circled back to the motorcycle sounds :) Are you still around are you still working on games and sound?
Hey, nice tutorial ^^
Do you have a good shop where we can find more rpm sounds than in the epic marketplace?
I feel like I have searched the entire internet, but didn´t find any of them...
My problem is, there are only a few good sounds in the marketplace, but that was it, if you need something special you won´t find, like small engines for cars under 1 litre or propeller airplane engines (like piper cub).
Hey Butter, you could try www.epidemicsound.com - not sure what their payment model is like though.
www.crankcaseaudio.com might be useful to check out - not sure what their payment model is either but it might give you some ideas for generation / manipulation of assets when you get them.
@@valkyriesound3888 Thanks ^^
Currently I have 2 sounds and changed them with audacity to have more...
Great tutorial and very clearly explained
Thank you very much!
Sounds good. Do you have a current link>?
Thanks Arther and unfortunately not :( I reahed the max download count on the host site.
im trying to find out how to use car acceleration sounds instead of sound loops. do you know how to do it?
Do you mean actual recordings of cars accelerating? You can do that, but the tricky part would be if the Player changes speed while that sound is playing. A more dynamic system would be to monitor Player input and play appropriate sounds. You could check out REV here: www.crankcaseaudio.com If you've not tried it out before it might give you some ideas. There's an authoring tool near the bottom of the page, and a demo in UE4 using the buggy.
Thanks for your work!
No worries - thanks for watching!
Hey man, thanks for this tutorial. This is the best one on UA-cam. For some reason, my blueprint isn't putting out any sound whatsoever when I PIE. Is there any way I could screenshare on discord and you can help me troubleshoot? I am stuck at 10:00. I see the text updating as it should, but that's it. I have gone through about 5 additional times to make sure I haven't missed a step.
One thing to note, I am not starting with the default advanced vehicle blueprint. I created a chaos vehicle from scratch. Should this still work if I plug the first series of nodes into the Event Tick?
Ach sorry, I don't know how it'll work if you're using another vehicle cos I kinda depends what else is in there you know. But you've reviewed everything a few times already so it should be working fine. This is going to kinda suck but... you could try it with the default vehicle and in going through it you might spot some things that're out of synch. Maybe there's a value in there that's different because it needed to be changed for the chaos vehicle.
@@valkyriesound3888 thank you for the reply! I’ll try that
Is there anyway I could invert sound attenuation occlusion so that when inside a vehicle from third person to first would the engine sounds be filtered?
You could push a mix that applies a filter to the engines :)
I just bought the car sound pack and just need the files for editing purposes. How do I get them? I don't have a download link or anything after purchase.
Hmm, I've never sold a car sound pack so I can't help there, sorry. The engine sounds in this video have always been free :)
I like how you actually...explain things lol
Haha thanks Krzysztof :)
Can you do a video on tuning a radio?
Like switching channels, static, where you use a dial to tune through AM or FM radio.
Hmm, it's not something I've thought about but yeah I can look at that ;)
Any clue why Crossfade by Param doesn't work anymore in 5.0.0? It worked in Early Access...
Yeah, same problem here. Maybe this is a bug?
@@simisoadnomis3d407 They fixed it in 5.0.2!!
Oh well that's a relief!
Thank you so much for the fantastic audio tutorial! There are so few audio tutorials for the engine. At 2:50 you said there's a link to some example wav files, but they're not in the description. I don't actually need the audio, I just want to see the duration of each wav and also get an idea for what the difference is between all 9 of them. Could you maybe do a follow-up vid that gives a breakdown of the audio so we know what to create ourselves? Thanks!
Oops! Sorry about that :') Here's the link: tbf.me/a/yZOtn I've also added to the video description now. I made layers of sound for the engine, each with 9 loops of around 1 second each. Version 2 has a higher pitch than 1, 3 is higher than 2 etc. I've used several layers based on synths and recordings to give a more detailed sound overall. Hope that helps!
@@valkyriesound3888 Oh good to know. I thought the pitch shifting was happening in engine though. I found in my setup since I'm only using two wav files, my base sound was getting really really pitch shifted down to almost inaudible levels.
I'm also shocked the length is only 1 second. I figured at that length the audio would repeat too obviously. Mine are on 10 second loops and I still feel like it's not enough, but maybe longer is worse because there's more distinction?
I think they're 1.7 seconds long (for no particular reason). I compromised for file size and because I'm layering and also because in my sort of 'master project' I'm using FMOD, and applying things like tremolo, flanger, and EQ which distort / disrupt the sound beyond the usual sort of pattern detection. A longer sound is usually better for that, but if you're applying in-engine effects like pitch mod and maybe LPF and you're layering the audio, and you have things like Doppler applied, and maybe you have a degree of randomisation for each engine (or slightly different sounds for each vehicle) then, at speed in-game, it shouldn't be noticeable.
For me, keeping the sound pretty static and unremarkable means it can be shorter. I've read that some sound designers use 3 seconds for ambient loops - but I find around 10 can be better. It depends on the circumstance, how it's going to be implemented, and what it's for.
Question for you: I was a following a different tutorial creating a regular car in unreal with and it did its engine sounds by working off of the car's RPM and using that with a crossfade by param node, but the result is that all the sounds overlap each other instead of changing with the gears. From what I have seen, the RPM values in the crossfade are overlapping each other. Would you know of a better way to handle this? Or would vehicle speed be the better way to go?
EDIT: almost forgot, this channel is great btw! you've got a subscriber in me
I'm having the same issue, I think I'll add a second Crossfade by Param (GEAR) in my Sound Cue where I change the pitch of the whole Crossfade by Param RPM.
Thanks for watching! Yeah, as Alessandro suggests :) My example is obviously a gearless vehicle so I neatly side-stepped the issue! :')
uhh i don't see the wav files link in the description
Sorry! My original plan was to create new sounds that could be used but I've not had time to make them. Freesound.org has engine, generator, aircon, and other sounds for free that can be edited into loopable tracks and layered for vehicle audio.
Great new series dude , :)
Thanks!
Hello engine audio link is dead
Looks cool. I would love a realistic car with shifting and turbo sound in unreal engine is it good for that? 😬
Hmm... "realistic" possibly not, though I guess it depends on your source material. There's some software called REV that you might find interesting: www.crankcaseaudio.com Can be used in FMOD/Wwise, though no direct plugin for UE afaik. You can probably still achieve the same result using just UE but it's probably easier using Wwise and something like REV.
amazing tutorial! Thank you :)
Thanks! :D
Aboslute Great tutorial , Can you plz make a full playlist of this for a racing game in unreal 5
Thank you! Unfortunately a full playlist would be tricky as I'm working full time now - I was part-time last year so had lots of time to invest in projects!
@@valkyriesound3888 its okay , you can just make a video which describes sound using Wwise plugin , its actully used by most of games since it supports various parameters for sound which can be harder for a beginner, so you can make a tutorial on it
18:47 sounds like the intro to The Final Countdown
Haha oh yeah 😂
the engine sounds have expired did you delete them?
Hi Tricky, unfortunately I reached the max download limit on the host site :/
@@valkyriesound3888 oh ok also is there any way to stop my entire unreal engine screen from being black if not that’s days of work gone to the trash
Ooh, I'm not sure why that would be happening, sorry! You could try asking on the Unreal Slackers Discord channel.
Can you do a FMOD indepth tutorial? :)
Hello! I've been working full time for a few months now so it's about trying to find time to make tutorials and keep up with my other projects! I'll see what I can do - and thanks for your interest :)
awsome
the files is dead
huge
nice tutorial. you sound downloads have expired
Thank you :) Yeah, I reached the max download limit on the host site :/
@@valkyriesound3888 Any alternative place? thx
Not yet I'm afraid!