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Game Audio Implementation Book FAQ
If you come across any issues you think it would be useful for us / everyone to know then get in touch !
contact@gameaudioimplementation.com
2
I can't find the <Play sound attached> node!In UE4 4.9 they have renamed this <Spawn Sound Attached>. The book was written on 4.8.3 and we strongly suggest you stick to this when working with the book.
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AI / Bots not working If the AI is not working (i.e. the bots aren’t moving) then search for NavMeshBounds volumes in the World Outliner and move them a little up or down. This will cause a recompile of the navmesh and hopefully resolve it
4
Quad Sounds not attenuatingQuad Area Loops will not spatialize, but we do want them to attenuate so we can use different ones for different areas. Make sure the Ambient Sounds have Allow Spatialization and Override Attenuation checked (even though spatialization doesn't work on these). In the attenuation overrides again make sure the attenuate and spatialization options are checked.
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Exercise - Mac Error - Missing modulesYou may get an error on loading the exercise level or the dialogue level on a Mac regarding missing modules. Providing you're using UE4 4.8.3 as advised you can just click yes to rebuild them and this should sort it out.
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Error - Lighting needs to be rebuilt !Whenever you move anything, and sometimes when you don't UE4 will want to rebuild the lighting for the map. You can do this by choosing 'Build lighting only' from the Build button, however this will take ages (depending on the specs of the machine) and most of the time isn't relly necessary. To work quickest / smoothest we'd recommend working in Unlit mode, and just rebuild the lighting when you want it to look all fancy when you show your friends.
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Editing multiple assetsTo edit values of a bunch of Sound Cues (for example to set their Sound Class) select them all then Right Click/ Asset Actions/BulkEdit via Property Matrix.
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Ambient Sound Area Loops and SpatializationTypically we don't want area loops to spatialize, and p31 exercise point 8 advises you to uncheck 'Spatialize' within the Ambient Sound Override 'Attenuation Overrides' section of the details panel. This is correct, but due to a confusing bug you do need to keep the 'Allow Spatialization' in the main Attenuation section switched on.
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Settings / Real Time Audio volume and mutingThis is a slightly buggy implementation by Epic. The volume slider does affect both in game sounds and sounds from the Content Browser. If you mute it then this just mutes sounds from in game, but still applies the current volume slider setting to sounds in the Content Browser (even though it moves the slider to zero). This can be a little confusing since if the volume slider is on max and you mute it, then it moves to min, but you can still hear Content Browser Element at max. If the slider is on min when you mute it then you can't hear sounds in the Content Browser. Resulting in something that visually looks the same (Real time audio with a red cross through the speaker and slider at min) actually resulting in two different outcomes! (Also be aware that you cannot preview sounds from the Content Browser whilst the game is playing.) [Fixed from 4.12]
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Stat Sound -debugFor this console command yoiu need a space between Sound and -debug. The book has a typo that implies it sound be Sound-debug without the space which is incorrect.
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