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出品Shot Forge — Realistic Gunfire Designer for Unrealのメディア1

説明

Watch the Show Case >>> https://youtu.be/DFUYGL1878E

More tools on the channel >>> https://www.youtube.com/@TommyAllenAcoustics


Design gunshots inside the Unreal Editor and import them as SoundCue and MetaSound assets in one press. Physically modelled - no samples, no weapon packs, royalty free.

See Quick Demo >>> Here.

Shot Forge - Weapon Sound Designer inside the Unreal Editor

Build a gunshot in a tab inside the Unreal Editor - muzzle blast, ballistic crack, mechanism, room - then press one button and Shot Forge writes it into your open project as ready-to-use SoundCue and MetaSound assets. Nothing is pre-recorded. Every shot is synthesised from 26 physically-modelled layers.

What It Does

Open the Shot Forge tab, design a shot, press SEND TO UNREAL. The takes land as SoundWaves, alongside a vanilla SoundCue that plays a random take per trigger and a MetaSound built with Epic's own MetaSound Builder - all in one folder named after your weapon. Hook the cue to your fire event and you are done.

The button follows the view: SIMPLE exports one shot, DETAILED a whole weapon, DUAL FADE two voices that crossfade as the magazine empties.

Key Features

The Weapon Bench - FIRST, NORMAL, LAST and EMPTY slots with a magazine that counts down. The first round out of a full mag does not sound like the thirtieth, and the last does not sound like the dry click after it.

Ammo-state export - DETAILED writes a SoundCue per slot plus a MetaSound that reads the ammo count and routes a single trigger to the right one. Two Blueprint nodes to hook up: Set Int Parameter "AmmoCount", then Set Trigger Parameter "Fire".

Dual fade - two voices whose balance follows the magazine. The crossfade is not baked into the audio; the maths lives in the graph, so it can be retuned in engine.

26 physically-modelled layers, 138 parameters - Friedlander muzzle blast, N-wave ballistic crack, ground reflection after Maher 2007, mic saturation after Hacihabiboglu 2017, across TRANSIENT, SUBS, MECHS, VERB and MIX.

Seeded identity - tweak a control and you are editing the same gun; save a preset and it loads back identical.

Variation sets - 5, 10 or 15 distinct takes per import, so automatic fire never repeats itself.

Layer and section locks - padlock what you like, RANDOM only touches the rest.

Readable graphs - laid out on a grid, one labelled band per slot or voice, with the integration contract written into a comment box beside the routing.

WAV export - 48 kHz 16-bit mono: mixdown, shots, or shots plus layers.

Royalty free - every sound you generate is yours, any project, no attribution.

Technical

Editor-only plugin - adds nothing to your packaged game.

Windows. Uses the Python Editor Script Plugin for the import step (ships with the engine, enabled by default).

Built for Unreal Engine 5.6, 5.7 and 5.8 - a separate build for each engine version. UE4 is not supported.

Assets build under /Game/TAA/ShotForge/YourWeaponName/.

Tip: tick Settings > Show Plugin Content to see the included launcher asset.

Documentation: the full manual is readable before you buy - https://drive.google.com/file/d/1eapDyt7cQdBKSz4QUvfzaW5ElxUhBH0b/view - and the same PDF ships inside the plugin.

Support: tommyallenacoustics.com - bugs, feature requests and anything the documentation does not cover.

Who It's For

FPS and action developers who need weapon sounds now, sound designers who want firearm source material with an Unreal-native workflow, and anyone tired of hearing the same weapon pack in three other games.

Why Shot Forge

A pack gives you forty shots, three of which are close, none of which are the gun you built. Shot Forge generates the weapon you actually designed, as playable Unreal assets, without leaving the editor.

More tools. Shot Forge is part of a line of TAA sound-design tools for Unreal: Click Factory for UI sound is out now, and Sci Forge for sci-fi weapons ships alongside this one. Every sale funds the next tool.

Required plugins. This product enables and requires two plugins that ship with Unreal Engine - no third-party downloads:

- Python Editor Script Plugin (PythonScriptPlugin) - runs the import step that builds your assets.

- MetaSound (Metasound) - the MetaSound Source asset it generates.

Both are included with the engine and are enabled automatically as plugin dependencies. Nothing else is required.

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