Dynamic Occlusion System
Audio Propagation is one of the main pain points in any 3D game. Different games need different solutions. This is how I approached this issue for a specific need!
Waapi Switch Container Script
Waapi script to help with VO workflow done for Redhill Game's Nine-to-Five.
Unreal Engine 4 River/Ocean System
One common problem in game audio is adding sounds to a river stream or ocean. The problem is that the sound has to follow the listener while sticking to the river/ocean geometry.
There are a few ways to solve this problem, but I decided to use a spline to achieve my goal as it allows the developer to work with complex shapes fairly easily. The sound source constantly find the closest place to player whild sticking to the spline. Very simple and effective.
Unreal Engine 4 Audio Scatterer
An Audio Scatterer is an incredibly useful tool for creating dynamic ambiances. It spawns sound cues around the listener in a DISTANCE and TIME RANGE determined by the sound designer.
In the example above I used multiple random war related sounds to create a hostile environment for the player.
Dynamic Reverb System
This Dynamic Reverb System was designed inspired by the solution found by the incredible team at Platinum Games for Nier: Automata and other similar tools. It uses randomly casted linetraces to calculate the size of any room. This system softens transitions between rooms as well as reads complex geometries and architectures giving a more natural feel to the player.
For the example above I used only the footsteps with exagerated SEND and REVERB settings to show the effect as clear as possible, but a more subtle effect is advised.