Procedural audio in mobile video games : using Unreal Engine’s MetaSounds to bring convincing soundscapes on mobile phones
Oprisan, Andrei-Alexandru (2024)
Oprisan, Andrei-Alexandru
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024051612479
https://urn.fi/URN:NBN:fi:amk-2024051612479
Tiivistelmä
The objective of this thesis was to explore the integration of procedural audio techniques in mobile games, focusing on Dream Primer's upcoming action role-playing game, "Astera." Dream Primer, the employer, sought to find a solution to optimise storage capacity for audio without sacrificing sound quality and immersion.
To address this challenge, MetaSounds were used. This technology allowed the creation of interactive and dynamic soundscapes, including procedural audio actors that serve as distinct fauna sounds, wind machines, and ambient magical textures, while maintaining low CPU consumption and storage efficiency. The results demonstrated that procedural audio could significantly enhance the game's atmosphere without compromising performance on mobile platforms.
It is planned that "Astera" will launch in early access on mobile and PC from late 2024 to early 2025, with console ports expected to follow. To further develop this work, examining a broader range of devices and focusing on RAM utilisation would offer a more comprehensive understanding of the limitations and challenges of implementing procedural audio in mobile gaming.
To address this challenge, MetaSounds were used. This technology allowed the creation of interactive and dynamic soundscapes, including procedural audio actors that serve as distinct fauna sounds, wind machines, and ambient magical textures, while maintaining low CPU consumption and storage efficiency. The results demonstrated that procedural audio could significantly enhance the game's atmosphere without compromising performance on mobile platforms.
It is planned that "Astera" will launch in early access on mobile and PC from late 2024 to early 2025, with console ports expected to follow. To further develop this work, examining a broader range of devices and focusing on RAM utilisation would offer a more comprehensive understanding of the limitations and challenges of implementing procedural audio in mobile gaming.