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Blueprint - BP

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Pages List
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Summation
Devlog
Sound Design
Knowledges
Unreal Engine
Acustic Theory
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2-way Speaker
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A/B Spaced Pair
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Additive Synthesis
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Aliasing
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Ambience
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Ampere - A (μ „λ₯˜)
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Amplitude (진폭)
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Analog-to-Digital Converter - ADC
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Anti-Aliasing
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ATSC A/85
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Auditory Illusion (청각 μ°©μ‹œ)
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Binaural Hearing (양이 μ²­μ·¨)
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Bit
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Bit Depth
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Bit Error Rate - BER
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Brown Noise
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Chiptune
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Clipping
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Clock
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Cocktail Party Effect (μΉ΅ν…ŒμΌ νŒŒν‹° 효과)
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Comb Filtering
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Convolution
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Crest Factor
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Damping (감쇠)
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dBm
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dBu
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dBV
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dBW
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Decibel - dB
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Diaphragm (μ§„λ™νŒ)
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Diegetic
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Digital Audio Interface
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Digital Audio Workstation - DAW
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Digital-to-Analog Converter - DAC
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Dipole Gain - dBd
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Distortion (μ™œκ³‘)
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Dithering
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Downsampling
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Dynamic Range - DR
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EBU R128
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Loudness - LU
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Frequency - Hz (주파수)
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Pitch
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Fundamental Frequency - F0 (기본 주파수)
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Harmonics (배음)
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Inharmonics (λΉ„λ°°μŒ)
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Overtone (μƒμŒ)
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Fourier Transform (푸리에 λ³€ν™˜)
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Period - T (μ£ΌκΈ°)
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Phase - Ο† (μœ„μƒ)
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In-Phase (동상)
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Out-of-Phase (역상)
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Polarity (κ·Ήμ„±)
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Wavelength - Ξ» (파μž₯)
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Envelope - ENV
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Transient - TR
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Power - W (μ „λ ₯)
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Unity Gain
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Gain
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Sound Pressure Level - dB SPL
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Full Scale - dBFS
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True Peak - dBTP
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Hearing Level - dB HL
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Weighting Filters - A / B / C Weighting
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Loudness Units relative to Full Scale - LUFS
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Loudness K-weighted relative to Full Scale - LKFS
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Loudness Range - LRA
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Isotropic Gain - dBi
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Sound Power, Acustic Power (음ν–₯ νŒŒμ›Œ)
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Signal-to-Noise Ratio - SNR (μ‹ ν˜Έ λŒ€ μž‘μŒλΉ„)
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Total Harmonic Distortion - THD
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Root Mean Square - RMS
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Resistance - R (μ €ν•­)
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Sine Wave (μ •ν˜„νŒŒ)
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Mode of Vibration (λΉ„μ‘°ν™” λͺ¨λ“œ)
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Fletcher-Munson Curve
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ITU-R BS.1770
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Equal Loudness Contour (등청감곑선)
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Headroom
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Noise Floor
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Noise (작음)
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Nyquist Theorem (λ‚˜μ΄ν€΄μŠ€νŠΈ 이둠)
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Sampling
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Quantization (μ–‘μžν™”)
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Hi-Fi
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Parabolic Microphone
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Measurement Microphone
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Transmission Medium (맀질)
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Wave (νŒŒλ™)
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Low Frequency Oscillator - LFO
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Subtractive Synthesis
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Pure Tone
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Foley
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Non-diegetic
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Room Tone
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Peak Programme Meter - dBPPM
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Speech Interference Level - SIL
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Voltage - V (μ „μ••)
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Impedance - Ξ©
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Linear (μ„ ν˜•)
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Formant
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phon
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Fundamental RMS
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Oversampling
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Sample Peak
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Jitter
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ISO 226
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Square Wave (μ‚¬κ°νŒŒ)
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Saw Wave (ν†±λ‹ˆνŒŒ)
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Triangle Wave (μ‚Όκ°νŒŒ)
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Pulse Wave
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Pink Noise
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Sample Rate
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Inverse-square Law (μ—­μ œκ³± 법칙)
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Polar Pattern (μ§€ν–₯μ„± νŒ¨ν„΄)
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X/Y Coincident Pair
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M/S Mid Side Technique
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Gain Reduction Meter - GR
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Introduction
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μ •μ˜

Unreal Engine λ‚΄λΆ€μ—μ„œ C++ μ½”λ“œλ₯Ό μ‹œκ°μ μΈ Node ν˜•νƒœλ‘œ λ³€ν™˜ν•˜μ—¬ ν”„λ‘œκ·Έλž˜λ¨Έκ°€ μ•„λ‹Œ κ°œλ°œμžλ„ μ§κ΄€μ μœΌλ‘œ Game λ‘œμ§μ„ μ„€κ³„ν•˜κ³  μ œμ–΄ν•  수 있게 λ§Œλ“  Visual Scripting System이닀.

μ„€λͺ…

Unreal Engine 3 μ‹œμ ˆ Game κΈ°νšμžκ°€ ν”„λ‘œκ·Έλž˜λ¨Έμ˜ 도움 없이 이벀트 슀크립트λ₯Ό μž‘μ„±ν•˜κΈ° μœ„ν•΄ λ„μž…ν–ˆλ˜ Kismet μ‹œμŠ€ν…œμ΄ κ·Έ 역사적 μ‹œμ΄ˆλ‹€.
이후 Epic Games의 Time Sweeney와 κ°œλ°œμ§„μ΄ 이λ₯Ό μ™„μ „νžˆ μƒˆλ‘­κ²Œ μ„€κ³„ν•˜μ—¬ Unreal Engine 4λΆ€ν„° BlueprintλΌλŠ” μ΄λ¦„μœΌλ‘œ μ „λ©΄ λ„μž…ν–ˆλ‹€.
λ‹¨μˆœνžˆ λ‘œμ§μ„ μ—°κ²°ν•˜λŠ” μˆ˜μ€€μ„ λ„˜μ–΄ C++ Classλ₯Ό 직접 상속받고 Compile을 거쳐 μ‹€μ œ κΈ°κ³„μ–΄λ‘œ μž‘λ™ν•˜λŠ” κ°•λ ₯ν•œ 객체지ν–₯ Programming ν™˜κ²½μ„ μ œκ³΅ν•œλ‹€.
ν˜„μ—… νŒŒμ΄ν”„λΌμΈμ—μ„œλŠ” ν”„λ‘œκ·Έλž˜λ¨Έκ°€ C++둜 무거운 핡심 System ꡬ쑰λ₯Ό μ„€κΌν•˜λ©΄ κΈ°νšμžμ™€ μ•„ν‹°μŠ€νŠΈκ°€ Blueprintλ₯Ό μ΄μš©ν•΄ 세뢀적인 κΈ°λŠ₯κ³Ό μ½˜ν…μΈ λ₯Ό μ‘°λ¦½ν•˜κ³  ν…ŒμŠ€νŠΈν•˜λŠ” ꡬ쑰둜 역할을 λΆ„λ‹΄ν•˜μ—¬ 개발 νš¨μœ¨μ„ κ·ΉλŒ€ν™”ν•œλ‹€.

원리

  1. Node 기반 μ‹œκ°ν™” μ—°μ‚°
    1. λ³΅μž‘ν•œ ν…μŠ€νŠΈ ν˜•νƒœμ˜ μ½”λ”© 문법을 λ°°μ œν•˜κ³  Function Variable Event λ“±μ˜ Programming μš”μ†Œλ₯Ό μ‹œκ°μ μΈ 블둝 ν˜•νƒœμΈ Node둜 κ΅¬ν˜„ν•˜μ—¬ 논리적 흐름을 μ„ μœΌλ‘œ μ—°κ²°ν•œλ‹€.
  1. Virtual Machine 컴파일
    1. μž‘μ„œμ˜€λ”˜ Visual ScriptλŠ” Engine λ‚΄λΆ€μ˜ 가상 머신을 거쳐 내뢀적인 λ°”μ΄νŠΈ μ½”λ“œλ‘œ λ³€ν™˜ 및 Compileλ˜μ–΄ C++ 기반의 Engine 코어와 λ™μΌν•œ Memoryν™˜κ²½μ—μ„œ μ•ˆμ „ν•˜κ²Œ κ΅¬λ™λœλ‹€.
  1. Event Driven μ•„ν‚€ν…μ²˜
    1. λ§€ ν”„λ ˆμž„λ§ˆλ‹€ 연산을 κ°•μ œν•˜λŠ” λŒ€μ‹  Player의 μž…λ ₯ 좩돌 λ°œμƒ 타이머 μ’…λ£Œ λ“± νŠΉμ • Eventκ°€ λ°œμƒν–ˆμ„ λ•Œλ§Œ μ—°κ²°λœ Node의 μ‹€ν–‰ 핀이 ν™œμ„±ν™”λ˜μ–΄ λ‘œμ§μ„ μ²˜λ¦¬ν•˜λŠ” μ΅œμ ν™” 방식을 μ±„νƒν•œλ‹€.
  1. C++ Reflection 연동
    1. ν”„λ‘œκ·Έλž˜λ¨Έκ°€ C++ μ½”λ“œμ—μ„œ 맀크둜λ₯Ό μ„ μ–Έν•˜λ©΄ Engine의 Reflection System이 이λ₯Ό μŠ€μΊ”ν•˜μ—¬ Blueprint Editor 화면에 μ¦‰κ°μ μœΌλ‘œ Nodeλ‚˜ λ³€μˆ˜ ν˜•νƒœλ‘œ λ…ΈμΆœμ‹œμΌœ μ–‘λ°©ν–₯ 톡신을 μ§€μ›ν•œλ‹€.

ꡬ쑰

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μ˜ˆμ‹œ

Character Movement 컨트둀 μ‹œμŠ€ν…œ

Player의 ν‚€λ³΄λ“œλ‚˜ 마우슀 μž…λ ₯ Eventκ°€ λ°œμƒν•˜λ©΄ ν•΄λ‹Ή μ‹ ν˜Έλ₯Ό Character Actor λ‚΄λΆ€μ˜ Blueprint둜 μ „λ‹¬ν•œλ‹€. μž…λ ₯된 μΆ•μ˜ λ°©ν–₯κ³Ό Scale 값을 κ³„μ‚°ν•˜κ³  3D κ³΅κ°„μƒμ—μ„œ Character의 μœ„μΉ˜λ₯Ό μ΄ˆλ‹Ή ν”„λ ˆμž„ μˆ˜μ— λΉ„λ‘€ν•˜μ—¬ λΆ€λ“œλŸ½κ²Œ μ΄λ™μ‹œν‚€λŠ” κ°€μž₯ 기초적인 νŒŒμ΄ν”„λΌμΈμ΄λ‹€.

Trigger Box μƒν˜Έμž‘μš© 퍼즐

Level λ””μžμΈ κ³Όμ •μ—μ„œ νŠΉμ • ꡬ역에 보이지 μ•ŠλŠ” Collision Box Actorλ₯Ό λ°°μΉ˜ν•˜κ³  ν”Œλ ˆμ΄μ–΄κ°€ μ§„μž…ν•  λ•Œ λ°œμƒν•˜λŠ” Overlap Eventλ₯Ό ν™œμš©ν•œλ‹€. 이 Eventκ°€ λ°œλ™ν•˜λ©΄ μ§€μ •λœ 문의 νšŒμ „ 값을 λ³€κ²½ν•˜λŠ” Timeline Nodeλ₯Ό μ‹€ν–‰ν•˜μ—¬ μ„œμ„œνžˆ 문이 μ—΄λ¦¬λŠ” Animation을 κ΅¬ν˜„ν•˜κ³  톡과 μ‹œ Audioλ₯Ό μž¬μƒν•˜λŠ” Level Blueprint λ‘œμ§μ„ κ΅¬μΆ•ν•œλ‹€.

UI Widget Data 바인딩 μ—°μ‚°

화면에 λ„μ›Œμ§„ 체λ ₯λ°” UI의 νΌμ„ΌνŠΈ 수치λ₯Ό κ°±μ‹ ν•˜κΈ° μœ„ν•΄ Player Characterκ°€ κ°€μ§„ Current Health λ³€μˆ˜λ₯Ό λΆˆλŸ¬μ˜€λŠ” λ‘œμ§μ„ μ„€κ³„ν•œλ‹€. 무거운 연산을 ν”Όν•˜κΈ° μœ„ν•΄ λ§€ ν”„λ ˆμž„ μ—…λ°μ΄νŠΈ λŒ€μ‹  체λ ₯이 깎일 λ•Œλ§Œ λ°œλ™ν•˜λŠ” Custom Eventλ₯Ό λ§Œλ“€κ³  μ‹œκ°μ μΈ UI κ²Œμ΄μ§€μ™€ λ°±κ·ΈλΌμš΄λ“œ Dataλ₯Ό μ‹€μ‹œκ°„μœΌλ‘œ λ™κΈ°ν™”ν•œλ‹€.

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