Quick Start Guide - Setting up SoundMaker in an Unreal Project

  • Download the SoundMakerPlayer.zip Unreal file from the SoundMaker.org website.
  • Open an existing Unreal Project, or create a new one.
  • Create a Plugins folder and unzip the SoundMakerPlayer.zip content
Folder

In the project plugins folder ensure the SoundMaker Player plugin is enabled

SoundMaker Plugin

In the Project Settings, SoundMakerPlayer section you can enter the Internal Serial Key number purchased from the website as well as any loaded interactive sample libraries with details such as, unique ID, Path, Serial Key and Event Names

SoundMaker Project Settings

Meta Sound Nodes

SoundMaker integrates with Unreal's MetaSound system by providing a number of nodes.

Meta Sound Nodes

Player Node

The Player Node triggers a SoundMaker event on a specified game object, enabling comprehensive playback controls such as Play, Pause, Stop, and the ability to adjust audio properties like Volume and Pitch for dynamic sound management.

Player Node

FPK Node

The FPK Node allows you to select and trigger a SoundMaker event from a predefined FPK (File Package) archive, streamlining event selection and organization.

FPK Asset Node

GamerObject Node

The GameObject Node wraps the SoundMaker game object, managing all the component instances associated with triggered events. It serves as the container for handling sound components linked to a particular event.

GameObject Node

SetParameter Node

The SetParameter Node updates or modifies the value of a runtime parameter, enabling real-time adjustments to sound behavior based on gameplay events or conditions.

SetParameter Node

SetSwitch Node

The SetSwitch Node switches or assigns a value to a specific parameter, allowing you to toggle between different audio states or behaviors dynamically within the sound system.

 SetSwitch Node

Deployment

These steps describe how to prepare your project for deployment.

Before deploying a project you have to select the "Export SoundMaker Runtime FPKs" menu item. This will extract all the events from the distributed SoundMaker sample libraries and exported into a single sound banks that will be used by the packaged project.

SoundMaker player provides an advanced caching mechanism so only the required audio assets are loaded and evicted from memory.

Selecting the "Edit > Project Settings" menu item and navigating to the Packaging section from the left hand pane, under the Project heading and adding the SoundMaker RuntimeFPKs output directory to the "Additional Non-Asset Directories To Copy" list.

When the bank output directory is added to the "Additional Non-Asset Directories To Copy" list the banks will be copied as loose files when packaging your project.

 

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