UE4 Interactive Soundscapes

About Me

Hello! My name is Gabriel, I'm an Engineer in Digital Music Production and Electronic Musician. I'm developing myself as Sound Designer focusing in Acoustic Ecology and Sound Compositions + Technology.

I'm looking forward to explore the boundaries of Digital Sound Compositions and Environments using tools such as Game Engines and Media Programming Interfaces.
I trust a new Sound Exploration Era is just starting opening new possibilities of using Sound as a Creative Medium by itslef or in a multidisciplinary approach.

Advanced Sampling; Synthesis; Audio Programming; Comping Guitar; Particle Systems; Virtual Environments; Videogames; Indie Producer; Art and Technology.
I enjoy getting experimental and curious with sound.

About My Work

Usually the overall sound environment of a videogame is determined by the SFX/Folleys/ADR layer and the Original Sound Track layer. However there is a border where sounds and music elements coexist and interact with the environment and mechanics of the videogame as it developes adding a new hybrid layer of sound-actors that affects the overall sound environment. This Soundscape Layer is not meant to substitute the previous mencioned layers, in fact it complements them giving the videogame more depth in the sound-work and the experience in general as the Soundscape layer interacts with different kind of game elements and mechanics.
The elements of a Soundscape Layer are as follow:

Ambience Cues

Tonal and Noise components that adds Spaciousness and unique Soundmarks to each map.

Music Cues

Sequences, Harmonies and Melodies that give an Emotional Sense to the environment.

Rhythm Cues

Enhances the experience adding Sound Signals that respond to states, mechanics and environment in general.

To achieve a Seamless Soundscape I implement a parallel working Audio Engine to the Unreal Engine 4 editor. Wwise tool permits this implementation opening a new level of Technical Efficiency and Creative Freedom in Sound Design and Music Composition process.
Benefits of implementing Wwise Audio Engine add-on:
-Improvement in the organization and implementation of audio assets (great for memory efficience and on-demand projects).
-Works alongside (and expands) Sound Cues and Blueprints/Scripts UE4 systems.
-Custom Attenuation Curves and RTPC (for complex environments).
-Unique Sound Plug-ins (effects, spacialization, sound generator tools).
-MIDI sequencing for Real-Time Music Composition.
-Facilitates the audio programming of the game.
-Perfect for Interactive Audio (which is becoming a standard).

Why a Soundscape?
Interactive Soundscapes may be used as Substitute of the traditional SFX/OST approach, also they could be used to Expand and Complement SFX/OST layers.
They are great for the Level Design Process, Demos, On-Demand projects, Experimental and Art-Related projects, complex AAA games.
Instant Sound Context and Emotional Ambience.

So my work consists on the Technical side implementing Wwise tools and make it's Soundbanks answer UE4 Game Events, as for the Creative aspect develope an Organic/Electronic approach Soundscape with it's necessary Cues that will correspond to the mechanics and environment of the project.
Expect Continue Communication with the project or team and Sound/Music process Registry and Control (for future-proof changes) ;also flexible Copyright or Creative Commons Registry (depending on your project). Professional Mix and use of Spectral Sound Edition (creative sound design and meticulous details).

*Near-future extra implementations
-Custom Sound Design (folleys and SFX)
-OST Composition and Digital Distribution (for pre-release, crowdfunding or marketing purposes).

Contact

If you are interested in adding Interactive Soundscapes (with a Unique Sound Impression) and/or Wwise implementation to your Unreal Engine 4 project please get in contact with me using the following social media links (also will be uploading Sound Compositions/Experiments and Implementations).

(+52) 8122 5162 87 (Whatsapp)


Gabriel Altamirano C (R).

( Made with Carrd )