๐Ÿ“„

MetaSound Source - MSS

Mark as Draft

์ •์˜

Unreal Engine ๋‚ด๋ถ€์—์„œ Audio Data๋ฅผ Sample ๋‹จ์œ„๋กœ ์ •๋ฐ€ํ•˜๊ฒŒ ํ•ฉ์„ฑํ•˜๊ณ  ์ ˆ์ฐจ์ ์ธ ๋กœ์ง์„ ํ†ตํ•ด ์‹ค์‹œ๊ฐ„์œผ๋กœ ์†Œ๋ฆฌ๋ฅผ ์ƒ์„ฑํ•˜๋Š” Node ๊ธฐ๋ฐ˜์˜ ๊ณ ์„ฑ๋Šฅ Audio ์ฒ˜๋ฆฌ Asset์ด๋‹ค.

์„ค๋ช…

๊ณผ๊ฑฐ Unreal Engine์˜
๐Ÿ“„
Sound Cue - SC
์‹œ์Šคํ…œ์€ ๋‹จ์ˆœํ•œ Audio ํŒŒ์ผ ์žฌ์ƒ๊ณผ ๊ธฐ์ดˆ์ ์ธ ๋ฏน์‹ฑ์— ๋จธ๋ฌผ๋Ÿฌ ๋ณต์žกํ•œ ๋™์  Audio ์‹œ์Šคํ…œ์„ ๊ตฌํ˜„ํ•˜๊ธฐ์— ์„ฑ๋Šฅ์  ํ•œ๊ณ„๊ฐ€ ๋ช…ํ™•ํ–ˆ๋‹ค.
Epic Games๋Š” ์ด๋ฅผ ๊ทน๋ณตํ•˜๊ธฐ ์œ„ํ•ด Audio ์ „์šฉ Rendering Thread์—์„œ ์ง์ ‘ ์ž‘๋™ํ•˜๋Š”
๐Ÿ“„
Dynamic Audio Processor - DSP
๊ธฐ๋ฐ˜์˜ MetaSound ์‹œ์Šคํ…œ์„ ์ „๋ฉด์ ์œผ๋กœ ๋„์ž…ํ–ˆ๋‹ค.
๊ธฐ์กด์˜ Sound Cue๋ฅผ ์™„์ „ํžˆ ๋Œ€์ฒดํ•˜๋Š” ์ฐจ์„ธ๋Œ€ Audio Pipeline์œผ๋กœ ํ”„๋กœ๊ทธ๋ž˜๋จธ๊ฐ€ ์•„๋‹Œ Sound Designer๋„ ์‹œ๊ฐ์  Node๋ฅผ ํ†ตํ•ด
๐Ÿ“„
Synthesizer
์ˆ˜์ค€์˜ ๋ณต์žกํ•œ ์ ˆ์ฐจ์  ์†Œ๋ฆฌ๋ฅผ ์ง์ ‘ ํ•ฉ์„ฑํ•˜๊ณ  ์ œ์–ดํ•  ์ˆ˜ ์žˆ๋‹ค.
ํ˜„์—… Pipeline์—์„œ๋Š” ๋ฌด๊ธฐ ๋ฐœ์‚ฌ์Œ์ด๋‚˜ ์ฐจ๋Ÿ‰ ์—”์ง„์Œ์ฒ˜๋Ÿผ Game ๋‚ด ๋ฌผ๋ฆฌ์  ๋ณ€์ˆ˜์— ๋”ฐ๋ผ ์‹ค์‹œ๊ฐ„์œผ๋กœ ๋ณ€ํ™”ํ•˜๋Š” ๋ฐ˜์‘ํ˜• Audio๋ฅผ ๊ตฌ์ถ•ํ•˜๋Š” ์ตœ์ƒ์œ„ ์ƒ์„ฑ ๋ฐ ์ถœ๋ ฅ ๊ฐœ์ฒด๋กœ ์‚ฌ์šฉ๋œ๋‹ค.

์›๋ฆฌ

  1. Sample Accurate ์—ฐ์‚ฐ ์ฒ˜๋ฆฌ
    1. ํ”„๋ ˆ์ž„ ๋‹จ์œ„๋กœ ๊ฐฑ์‹ ๋˜๋Š” ๊ธฐ์กด Game Engine ๋กœ์ง๊ณผ ๋‹ฌ๋ฆฌ Audio Hardware์˜
      ๐Ÿ“„
      Sample Rate
      ์™€ ์ •ํ™•ํžˆ ์ผ์น˜ํ•˜๋Š” ์ฃผ๊ธฐ๋กœ ์—ฐ์‚ฐ์„ ์ˆ˜ํ–‰ํ•˜์—ฌ ์ง€์—ฐ ์—†๋Š” ๊ทน๋„๋กœ ์ •๋ฐ€ํ•œ Audio ํ•ฉ์„ฑ์„ ์ง€์›ํ•œ๋‹ค.
  1. Data Parameter ์‹ค์‹œ๊ฐ„ ๋ฐ”์ธ๋”ฉ
    1. Game World์—์„œ ๋ฐœ์ƒํ•˜๋Š” Character์˜ ์†๋„๋‚˜ ๋ฌด๊ธฐ์˜ ํƒ„์•ฝ ์ˆ˜ ๊ฐ™์€ ์‹ค์‹œ๊ฐ„ ๋ฌผ๋ฆฌ Data๋ฅผ ์ž…๋ ฅ ํ•€์œผ๋กœ ๋ฐ›์•„๋“ค์—ฌ Audio ํŒŒํ˜•์˜ ์ง„ํญ์ด๋‚˜ ์ฃผํŒŒ์ˆ˜ ๋ณ€์ˆ˜๋ฅผ ์ฆ‰๊ฐ์ ์œผ๋กœ ์ˆ˜ํ•™์  ๋ณ€์กฐ ์ฒ˜๋ฆฌํ•œ๋‹ค.
  1. ์ ˆ์ฐจ์  Waveform ํ•ฉ์„ฑ
    1. ์™ธ๋ถ€์—์„œ ์ž„ํฌํŠธํ•œ ๋…น์Œ ํŒŒ์ผ์— ์˜์กดํ•˜์ง€ ์•Š๊ณ  ๋‚ด๋ถ€์˜
      ๐Ÿ“„
      Oscillator
      Node๋ฅผ ํ™œ์šฉํ•˜์—ฌ
      ๐Ÿ“„
      Sine Wave (์ •ํ˜„ํŒŒ)
      ํ˜น์€
      ๐Ÿ“„
      Square Wave (์‚ฌ๊ฐํŒŒ)
      ๋ฅผ ์ง์ ‘ ์ƒ์„ฑํ•˜๊ณ  ์กฐํ•ฉํ•จ์œผ๋กœ์จ ์šฉ๋Ÿ‰ ์ œ์•ฝ ์—†์ด ๋ฌดํ•œํ•œ ์†Œ๋ฆฌ๋ฅผ ์ฐฝ์กฐํ•œ๋‹ค.
  1. ๋ชจ๋“ˆํ˜• Component ์žฌ์‚ฌ์šฉ
    1. ์ž์ฃผ ์‚ฌ์šฉํ•˜๋Š” ํŠน์ • ํšจ๊ณผ์Œ ์ฒ˜๋ฆฌ ๋กœ์ง์ด๋‚˜ ์ˆ˜ํ•™์  ์—ฐ์‚ฐ ํŠธ๋ฆฌ๋ฅผ ํ•˜์œ„ MetaSound Patch Asset์œผ๋กœ ๋ฌถ์–ด ์ €์žฅํ•œ ๋’ค ๋‹ค๋ฅธ MetaSound Source ๋‚ด๋ถ€์—์„œ ๋‹จ์ผ Node์ฒ˜๋Ÿผ ๋ถˆ๋Ÿฌ์™€ ์žฌ์‚ฌ์šฉ์„ฑ์„ ๊ทน๋Œ€ํ™”ํ•œ๋‹ค.

๊ตฌ์กฐ

ย 

์˜ˆ์‹œ

Procedural Engine Sound ํ•ฉ์„ฑ

๋ ˆ์ด์‹ฑ Game์—์„œ ์ฐจ๋Ÿ‰์˜ ์†๋„์™€ ๊ธฐ์–ด ๋ณ€์† Data๋ฅผ MetaSound ๋‚ด๋ถ€์˜ Float ๋ณ€์ˆ˜๋กœ ์ง์ ‘ ๋„˜๊ฒจ๋ฐ›๋Š”๋‹ค. ์ด ์ˆ˜์น˜๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ๋‚ด๋ถ€ Oscillator์˜
๐Ÿ“„
Pitch
์™€
๐Ÿ“„
Distortion (์™œ๊ณก)
Node์˜ ๊ฐ•๋„๋ฅผ ์‹ค์‹œ๊ฐ„์œผ๋กœ ์ˆ˜ํ•™์ ์œผ๋กœ ๊ณฑํ•˜๊ณ  ๋ณ€ํ˜•ํ•˜์—ฌ ๋‹จ์ˆœํžˆ ๋…น์Œ๋œ ์†Œ๋ฆฌ๋ฅผ ์žฌ์ƒํ•˜๋Š” ๊ฒƒ์„ ๋„˜์–ด ๋ฌผ๋ฆฌ์ ์œผ๋กœ ์—”์ง„์ด ํšŒ์ „ํ•˜๋Š” ๋“ฏํ•œ ์ ˆ์ฐจ์  ์งˆ๊ฐ์„ ์ฐฝ์ถœํ•œ๋‹ค.

๋™์  Weapon ๋ฐœ์‚ฌ์Œ ๋ณ€์กฐ

Player๊ฐ€ ์ด๊ธฐ๋ฅผ ๋ฐœ์‚ฌํ•  ๋•Œ๋งˆ๋‹ค ๋‚จ์€ ํƒ„์ฐฝ ์ˆ˜์น˜ Data๋ฅผ MetaSound Source๋กœ ์ „์†กํ•œ๋‹ค. ํƒ„์ฐฝ์ด ๊ฐ€๋“ ์ฐจ ์žˆ์„ ๋•Œ๋Š” ๋ฌต์งํ•˜๊ณ  ๊ฐ•ํ•œ ์ €์Œ์—ญ ๋Œ€์—ญ์˜ ์ฃผํŒŒ์ˆ˜๋ฅผ ํ˜ผํ•ฉํ•˜๊ณ  ํƒ„์ฐฝ์ด ๋น„์–ด๊ฐˆ์ˆ˜๋ก
๐Ÿ“„
High-pass Filter
์˜
๐Ÿ“„
Cutoff Frequency
๋ฅผ ๋ฏธ์„ธํ•˜๊ฒŒ ์˜ฌ๋ ค ์ด๊ธฐ ๋‚ด๋ถ€ ๊ตฌ์กฐ๊ฐ€ ๋น„์–ด๊ฐ€๋Š” ๋ฌผ๋ฆฌ์  ๋นˆ ๊ณต๊ฐ„์˜ ์†Œ๋ฆฌ๋ฅผ ํ”„๋กœ๊ทธ๋ž˜๋ฐํ•œ๋‹ค.

Interactive Ambience ์ƒ์„ฑ

Player์˜ ํ˜„์žฌ ์œ„์น˜ ์ขŒํ‘œ Data๋ฅผ MetaSound์˜ ๋ถ„๊ธฐ Node์— ์ž…๋ ฅํ•œ๋‹ค. ์•ผ์™ธ ์‹œ๊ฐ„๋Œ€์—๋Š” ๋ฐ”๋žŒ ์†Œ๋ฆฌ๋ฅผ ๋ฐœ์ƒ์‹œํ‚ค๋Š” Noise Generator๋ฅผ ํ™œ์„ฑํ™”ํ•˜๊ณ  ์‹ค๋‚ด ๊ณต๊ฐ„์œผ๋กœ ์ง„์ž…ํ•˜๋ฉด
๐Ÿ“„
Low-pass Filter
๋ฅผ ์ฆ‰๊ฐ์ ์œผ๋กœ ์”Œ์šฐ๋Š” ๋“ฑ ๋‹จ ํ•˜๋‚˜์˜ Asset๋งŒ์œผ๋กœ ์ˆ˜๋งŽ์€ ์ƒํ™ฉ์— ๋งž๋Š” ๋ฐฐ๊ฒฝ์Œ์„ ์ ˆ์ฐจ์ ์œผ๋กœ ๋ฏน์‹ฑํ•˜์—ฌ Audio Memory ์ ์œ ์œจ์„ ๊ทน์ ์œผ๋กœ ์ ˆ์•ฝํ•œ๋‹ค.
Mark as Published
ย