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Dialogue Wave - DW

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Sound Design
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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 단일 λŒ€μ‚¬ 라인에 λŒ€ν•œ μ‹€μ œ
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Sound Wave - S
파일과 ν™”μž 및 청자 데이터λ₯Ό κ²°ν•©ν•˜μ—¬ μž¬μƒ ν™˜κ²½μ— λ§žλŠ” 졜적의 μŒμ„±μ„ 좜λ ₯ν•˜λŠ” λŒ€μ‚¬ μ „μš© Data Asset이닀.

μ„€λͺ…

초창기 Gameμ—μ„œλŠ” λŒ€μ‚¬ ν•œ 쀄을 μž¬μƒν•˜κΈ° μœ„ν•΄ λ‹¨μˆœν•œ Sound Wave νŒŒμΌμ„ μ½”λ“œμ—μ„œ 직접 ν˜ΈμΆœν–ˆλ‹€.
μ΄λŠ” ν™”μžκ°€ λˆ„κ΅¬μΈμ§€ μžλ§‰μ€ 무엇인지에 λŒ€ν•œ λ¬Έλ§₯ Dataκ°€ μ „ν˜€ μ—†μ–΄ λŒ€μ‚¬λŸ‰μ΄ λ§Žμ•„μ§ˆμˆ˜λ‘ ꡬ쑰적 관리가 λΆˆκ°€λŠ₯ν–ˆλ‹€.
Epic GamesλŠ” νŒŒν˜• Dataλ₯Ό λ„˜μ–΄ ν™”μžμ™€ 청자의 메타데이터 그리고 λ‹€κ΅­μ–΄ μžλ§‰ ν…μŠ€νŠΈκΉŒμ§€ 단일 Asset에 μΊ‘μŠν™”ν•˜λŠ” Dialogue Wave μ‹œμŠ€ν…œμ„ κ΅¬μΆ•ν–ˆλ‹€.
ν˜„μ—… Pipelineμ—μ„œλŠ”
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Dialogue Voice - DV
와 κ²°ν•©ν•˜μ—¬ μ„±λ³„μ΄λ‚˜ μˆ˜λŸ‰μ— 따라 μž¬μƒν•  Audio νŒŒμΌμ„ μ‹œμŠ€ν…œμ΄ 슀슀둜 λΆ„κΈ°ν•˜λ„λ‘ λ§Œλ“€λ©° λŒ€μ‚¬ λ…ΉμŒ 관리λ₯Ό μœ„ν•œ μ΅œμƒμœ„ μ»¨ν…Œμ΄λ„ˆλ‘œ μž‘λ™ν•œλ‹€.

원리

  1. 메타데이터 μΊ‘μŠν™” μ—°μ‚°
    1. μ‹€μ œ λͺ©μ†Œλ¦¬κ°€ λ‹΄κΈ΄ Sound Wave 파일과 ν•΄λ‹Ή λŒ€μ‚¬μ˜ 슀크립트 ν…μŠ€νŠΈ 그리고 ν™”μžμ™€ 청자의 Dialogue Voice Asset을 ν•˜λ‚˜μ˜ ꡬ쑰체둜 λ¬Άμ–΄ μ‹œμŠ€ν…œμ— μ œκ³΅ν•œλ‹€.
  1. 쑰건뢀 μ˜€λ””μ˜€ λΌμš°νŒ…
    1. 단일 λŒ€μ‚¬ 라인에 μ—¬λŸ¬ 개의 Sound Waveλ₯Ό λ“±λ‘ν•˜κ³  ν™”μž 및 청자의 성별 κ·œμΉ™μ— λΆ€ν•©ν•˜λŠ” 단 ν•˜λ‚˜μ˜ Audio 파일만 μˆ˜ν•™μ μœΌλ‘œ μ„ λ³„ν•˜μ—¬ 좜λ ₯ν•œλ‹€.
  1. λŸ°νƒ€μž„ μžλ§‰ 동기화
    1. Audioκ°€ μž¬μƒλ˜λŠ” μ¦‰μ‹œ Asset 내뢀에 μ €μž₯된 ν…μŠ€νŠΈ Dataλ₯Ό UI μ‹œμŠ€ν…œμœΌλ‘œ λ°€μ–΄ λ„£μ–΄ μŒμ„±μ˜ 물리적 μž¬μƒ μ‹œκ°„κ³Ό μžλ§‰μ˜ λ…ΈμΆœ μ‹œκ°„μ„ μ™„λ²½ν•˜κ²Œ μΌμΉ˜μ‹œν‚¨λ‹€.
  1. λ‹€κ΅­μ–΄ λ‘œμ»¬λΌμ΄μ œμ΄μ…˜ 뢄리
    1. μ—”μ§„μ˜ Localization Dashboard와 μ—°λ™λ˜μ–΄ μ–Έμ–΄ 섀정이 λ°”λ€” λ•Œ μ½”λ“œλ² μ΄μŠ€ μˆ˜μ • 없이 ν•΄λ‹Ή κ΅­κ°€ μ–Έμ–΄ 폴더에 λ§€ν•‘λœ Wave 파일둜 μ‹€μ‹œκ°„ λŸ°νƒ€μž„ κ΅μ²΄λœλ‹€.

ꡬ쑰

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μ˜ˆμ‹œ

닀이내믹 성별 λΆ„κΈ° μ‹œμŠ€ν…œ

주인곡이 λ¬΄μž‘μœ„ 상인 NPC와 λŒ€ν™”ν•  λ•Œ 이 Asset ν•˜λ‚˜λ§Œ ν˜ΈμΆœν•œλ‹€. 내뢀에 λ‚¨μ„±μš© μŒμ„±κ³Ό μ—¬μ„±μš© μŒμ„± νŒŒμΌμ„ ν•¨κ»˜ 등둝해두면 엔진이 ν˜„μž¬ λŒ€ν™” λŒ€μƒμ˜ 성별 Dataλ₯Ό μ‹€μ‹œκ°„μœΌλ‘œ 읽어와 λ‚¨μ„±μ—κ²ŒλŠ” ꡡ은 λͺ©μ†Œλ¦¬λ₯Ό μ—¬μ„±μ—κ²ŒλŠ” 높은 ν†€μ˜ λͺ©μ†Œλ¦¬λ₯Ό 였λ₯˜ 없이 μžλ™ λΆ„λ¦¬ν•˜μ—¬ μž¬μƒν•œλ‹€.

κΈ€λ‘œλ²Œ λ‹€κ΅­μ–΄ μŒμ„± μ „ν™˜

Game 타이틀 ν•΄μ™Έ μˆ˜μΆœμ„ μ€€λΉ„ν•  λ•Œ ν•„μˆ˜μ μΈ 역할을 μˆ˜ν–‰ν•œλ‹€. ν”„λ‘œκ·Έλž˜λ¨Έκ°€ Blueprint λ‚΄λΆ€μ˜ λŒ€μ‚¬ 호좜 λ‘œμ§μ„ 영문판과 μΌλ³Έμ–΄νŒμš©μœΌλ‘œ λ”°λ‘œ λ§Œλ“€ ν•„μš” 없이 μ‹œμŠ€ν…œ μ–Έμ–΄ μ„€μ •λ§Œ λ³€κ²½ν•˜λ©΄ 이 Asset이 슀슀둜 영문 폴더λ₯Ό μ°Έμ‘°ν•˜μ—¬ μ—°κ²°λœ ν•΄λ‹Ή κ΅­κ°€ μ„±μš°μ˜ Audio 파일과 λ²ˆμ—­ μžλ§‰μ„ λ™μ‹œ 좜λ ₯ν•œλ‹€.

μ „νˆ¬ 상황 λ¬΄μž‘μœ„ λŒ€μ‚¬ 좜λ ₯

μ „νˆ¬ 쀑 Characterκ°€ 타격을 μž…μ—ˆμ„ λ•Œ λ°œμƒν•˜λŠ” λΉ„λͺ…을 κ΅¬ν˜„ν•œλ‹€. 단일 Asset μ•ˆμ— μ—¬λŸ¬ 개의 Sound Waveλ₯Ό λ“±λ‘ν•˜κ³  νŠΉμ • ν™”μž 쑰건을 μƒλž΅ν•˜μ—¬ λ¬΄μž‘μœ„ μž¬μƒμ„ ν—ˆμš©ν•œλ‹€. 단 ν•œ 번의 Blueprint 호좜만으둜 맀번 λ‹€λ₯Έ μ‹ μŒ μ†Œλ¦¬μ™€ 그에 λ§žλŠ” μžλ§‰μ„ 화면에 λ„μ›Œ λ©”λͺ¨λ¦¬ μ μœ μœ¨μ„ λ°©μ–΄ν•œλ‹€.

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