Unreal Audio Base

Screenshot of the main scene; a series of brutalist greybox structures, with a handful of blocky, stylised trees visible.
Screenshot of the main scene; a series of brutalist greybox structures, with a handful of blocky, stylised trees visible. Part of the blueprint graph for the garden puzzle button, with nodes organised via coloured, labelled comment blocks. Looking down at the garden area of the level. Some blocky trees, a small pool of water, and a series of buttons arranged along the player's intended path. The interior of the cathedral part of the level. A grid of 3 by 3 buttons in the centre of the floor, a minimal lectern at the far end, and some rectangular lights hanging from the ceiling in an irregular pattern.

An Unreal project created as a base for anyone wanting to explore audio implementation in Unreal. The project is a complete third person puzzle game (albeit a very short and not particularly exciting third person puzzle game).

The project includes no audio itself, but it does include the most common features requiring specific attention from sound designers and audio programmers. i.e. different surfaces for walking on, different shapes and sizes of interior spaces, a variety of different triggered events, etc.

I currently use it in labs for my CMP407: Audio Programming module at Abertay University.