Hi Everyone,
I am going to make some audio-experiments in Unreal Engine, but before start i’d like to receive some opinions about: should i use the unreal default audio system?
Or implement something like Fmod or Wwise?
Could anyone help me?
Thank you guys
I’d say it’s best to learn the basics of what the engine has to offer first; it’s got limitations but should be way enough to learn and experiment with. Also the blueprints system will allow you to tinker a lot with it without the hassle of integrating a 3rd party engine.
The only small issue is that a new audio engine is currently being developed alongside the old one in UE4; even if it’s planned as a drop-in replacement there will still probably be slight differences, but it should not matter at first.
Once you feel comfortable with the audio in UE4 and if you feel like developing a bigger project then you’ll move on to 3rd party engines - they’re especially suitable for big, multi-platform projects, or ones with special audio needs.