
Install the Epic Games launcher and Unreal Engine 5.6.1 with starter content and template packs, then explore Unreal Engine audio and metasounds using OBS for sound design.
Get started with the Unreal Engine third person template, install and launch the project, add starter content, explore blueprints and camera setup, and run the level to test interactions.
Learn how to reopen your Unreal Engine project after closing it by using the Epic Games Launcher library or by double-clicking the project file in your computer directory.
Set the combat level as the editor startup map to speed your workflow, and learn how startup map differs from the game default map for automatic loading.
Navigate a level in Unreal Engine by holding the right mouse to look around, move with WASD and E and Q, and press F to focus on a selected item.
Learn to place and test a combat sound in an Unreal Engine blueprint using play sound 2D, with breakpoints to verify timing and the choice between 2D and location playback.
Design a punching bag sound by creating original audio in Reaper, incorporating variation for a natural feel, exporting mono region assets, and loading them into Unreal Engine metasounds.
Import audio into Unreal Engine content browser, organize it in a variant combat folder with an audio subfolder, drag in your sound files, and use meta sounds for random playback.
Explore metasounds in Unreal Engine by building a first metasound that plays random punch sounds, explains the difference from blueprints, and uses a finish node to stop playback.
Select a random wave asset from four and feed it into a meta sound to vary the punch on collision; tune volume with linear multipliers and adjust pitch with semitones.
Mix punch and explosion sounds inside a metasound using a mono mixer, route to the output stream, and apply trigger delay to stagger them with adjustable gain.
Learn how to convert a mono metasound to stereo in Unreal Engine by switching the meta sound output format to stereo and using a 2.0 stereo WAV asset.
Learn to play sounds at a world location in Unreal Engine using a sound emitter and spatialization, making 3d audio respond to actor position with attenuation assets.
Fix the timing of the hit sound in unreal engine by tracing the damage handling through blueprints and animation notifies, aligning the hit with the montage.
Learn to assign unique sounds for punching a dummy and a cube, add a killing blow sound, and adjust the blueprint with breakpoints, branches, and comments for clear, context-appropriate audio.
Explore how sound concurrency in Unreal Engine prevents overlapping audio by limiting simultaneous instances with a concurrency asset, using a max count of one and stop oldest for tail behavior.
Learn to locate and implement door sounds in Unreal Engine by inspecting the bp_door_frame blueprint, collision volume overlaps, and a 0.3 second open/close timeline with ping tests.
Explore crafting a doom-inspired pneumatic door sound with a final clunk using soundly. Export the open and close sounds as distinct tracks for import into Unreal.
Discover how to create metasounds for door open and close in Unreal Engine, and switch to play at location with attenuation for spatial audio.
Priming sounds caches the first chunk in memory to enable instant playback in Unreal Engine, even when assets load on demand.
Explore creating animation sounds in Unreal Engine by adding whooshes and wind-ups to combat combos, using animation notifies and stereo meta sounds to trigger varied audio.
Use the reference viewer to see dependencies for a selected meta sound, showing assets and blueprints on either side, and identify unreferenced sounds in the game.
Select one of three uploaded sound waves at random and feed it into a meta sound to vary the main attack audio in Unreal Engine, with autosave to preserve assets.
Randomize volume and pitch in Unreal Engine metasounds with shared graph variables and random floats to vary a common animation sound; learn the long method and future faster workflows.
Discover metasound patches in unreal engine, creating mono and stereo random patches that adjust volume, pitch, and wave assets with inputs, outputs, and play and finished triggers.
Choose a music stem for the level, import stems into Unreal Engine under a music A meta sound, and create a looping metasound with bass mono and stereo other stems.
Trigger level-specific music in Unreal Engine using the level blueprint to play sound 2D at begin play and adjust the volume. Explore the level blueprint's role in metasound and looping.
Explore how to manage Unreal Engine sounds using create sound, play sound, and spawn sound, and learn how audio components serve as runtime instances for precise control, delays, and fades.
Create a trigger box (trigger volume) that activates the metasounds combat music when the player enters. Use the level blueprint begin overlap to set the combat gain to 1.
Cast the actor to bp combat character to gate the trigger music so it only activates for the player character walking through the trigger box and not for other actors.
Use actor tags in Unreal Engine to trigger music when tagged actors enter a trigger box, by retrieving tags and checking contains, while emphasizing robust tagging and team verification.
Promote each instrument's gain to a graph variable and randomly toggle between 0 and 1 on each loop to vary the arrangement. Drums and bass stay on.
Learn how to smoothly interpolate between stems using the interp two node, adjust transition times, and promote to a graph variable to quickly experiment with different interpolation durations in metasounds.
Improve seamless looping by adding instrument-specific tail loops that play at the loop end and overlap with the next cycle, including bass, piano, cello, drums, guitar, and synth tails.
Explore how the one shot interface affects metasounds, why unfinished node removes the meta sound, and when to delete the one shot interface for looping sounds controlled by blueprint logic.
Learn how sound submixes act as master channels, grouping music and sound effects into a single sub mix for real-time processing and collective mixing.
Build a cascading submix system in Unreal Engine by creating master, music, ambience, sound effects, and combat submixes, routing assets, and using a property matrix to batch-assign sounds.
Set up a side-chained broadband dynamics compressor on the combat submix to duck the music during hits, then tune attack, release, and threshold for subtle, natural ducking.
Apply surface materials to Unreal Engine surfaces, using wood, metal, and grass textures. Use a box brush to prevent texture stretching and map footstep sounds to surface types.
Create meta sounds for grass, metal, and wood footsteps by importing assets, using meta sound patch to randomize assets, volume, and pitch, and assign to the sound effects sub mix.
Create physical material assets for grass, metal, and wood, assign surface types, and build a custom anim notify blueprint that line-traces to detect ground material and play footstep sounds.
Create a map linking physical materials to footstep sounds for a 1-to-1 mapping you can extend. Retrieve sounds from the map and play them at the hit location with attenuation.
Enhance the footstep metasound by adding a per-instance volume parameter and exposing it as instance editable for the land animation, enabling louder footsteps via the anim notify system.
Learn to set a default sound value for the sound variable in Unreal Engine animation blueprints to hear footsteps in the editor, ensuring notifiers are placed correctly.
Explore how attached sounds behave in Unreal Engine by comparing play, spawn, and spawn attached options, and examining auto activate, lifetime, and how sounds move with actors during explosions.
Compare sound cues and metasounds in Unreal Engine, outlining why metasounds replace legacy cues since Unreal 5 and why cues persist for Unreal 4 compatibility.
Learn to toggle music playback in Unreal Engine using a T key debug toggle. Manage an audio component, validate it, and implement fade in and garbage collection using blueprints.
Define a custom event to condense play music logic, and invoke it from three places. Experiment with fade out timing and curves, and outline a future function alternative.
Demonstrate collapsing repeated play music logic into a start music function in Unreal Engine blueprints, compare function versus event, and keep functionality identical while tidying the graph.
Introduce function parameters like fade in time and curve type to customize each call, enabling three seconds or 1.5 seconds fades and selecting equal power or s curve options.
Pass a music track as a function parameter and learn to switch between sound wave, sound base, and meta sound source to manage Unreal audio assets.
Create looping 2D ambient sounds using metasounds and ambient sub mixes, then start ambience with a function that spawns a 2D sound and modulates gain via an lfo.
Learn to create world localized ambience using a bird meta sound in Unreal Engine, enabling trigger repeat and attenuation with a spatialized emitter and attenuation assets.
Learn metasound variable delayed get in Unreal Engine by dynamically setting a period with a random six to nine second interval, avoiding loop connections and staggering audio instances.
Explore the difference between local variables and global variables in Unreal Engine blueprints, focusing on scope and lifetime within the level blueprint, start ambience, and footstep events.
Unreal Engine Audio and metasounds use a local sound-to-play variable initialized with a default, then updated by conditions (on wood vs on bridge) before playback.
Create a tunnel reverb zone in Unreal Engine, applying early and late reflections with a custom attenuation asset, and enable spatialization and reverb send for targeted sounds.
Adjust the footstep system by creating a smaller attenuation asset and centering spatialization, and restrict footsteps to the player only by using tags so enemies do not trigger footsteps.
Enable the unreal engine audio modulation plugin, set up a tunnel control bus mix, and learn to drop ambience and 2D ambience with dB adjustments for dynamic soundscapes.
Explore building a sound class hierarchy in Unreal Engine audio and metasounds, assign sound classes to meta sounds, and link them to sub mixes to enable shared parameters across assets.
Modulate ambience by using a control bus and parameter patches to apply low pass and high pass filters, adjusting LPF and HF cutoffs in the tunnel mix.
Explore how sound classes set global and per-asset volumes, how their multiplications shape the final mix, and why global pitch is discouraged.
prime on load for sound classes automatically primes sound effects, reducing the first-play delay by loading the initial chunk of audio and streaming the rest in real time.
Clarify that metasounds control in-game audio by requiring a sound class on the meta sound only, while individual assets inside the meta are not directly assigned.
Learn to use soft object references for Unreal Engine music, enabling asynchronous loading, on-demand playback, and a generalized fade-in with customizable duration and curve.
Enable the audio insights plugin in Unreal Engine, restart if prompted, and view actives, peak amplitude, and the runtime graph to identify playing sounds and submixes.
Explore a metasound machine gun loop, duplicating sounds for overlapping repeats, using delays and offsets to create randomness, and mastering last-shot triggers via execute trigger parameter.
Demonstrate metasound techniques by alternating two fire samples at timed intervals, applying a stop and master fade to craft a seamless, looping meta sound with variation.
This course will take you through key concepts regarding Unreal Engine's Blueprint scripting system as well as Metasounds.
As someone using Unreal Engine every day professionally, I have a good sense of what people should know and be comfortable with when embarking on this sound design journey in Unreal Engine.
This course will give you the confidence and abilities to work on other people's games and be able to navigate a project and hit the ground running by placing sounds in Blueprints and Metasounds.
The concepts taught in this course have scalability in mind, and would be acceptable in a professional environment.
While sound design, itself, is not a focus of the course, there are sections where you are asked to create some sounds to use in the game. However, if you do not wish to do so, all sounds used by the instructor will be available to download when needed.
The course does not require you to have any prior knowledge of computer programming or visual scripting languages. All of these things are taught on the assumption that the student has not used software such as this before. Some computer science topics are mentioned, but only in order to facilitate your ability to embed your sound design into Blueprint scripts.