PROJECT CASTLE
World created by Liam Beckley
This video demonstrates one way that sound designers can create dynamic procedural ambience using PCG.
This video demonstrates one way that sound designers can create a base layer of ambience for a world through use of PCG in Unreal Engine.

By having a basic PCG graph set up in your world, you can attach blueprint actors, containing Metasounds, to any static mesh. Click 'Play when Silent' under Voice Management in the Metasound - then select 'No Merging' beside 'Option' in the Spawn Actor node in PCG graph. This will ensure the audio will smoothly transition and not restart.

Taking inspiration from FMOD's Scatter Instrument, I have created two basic Metasounds that randomly pan audio samples and randomize gain. There is one meant for 2D sounds, and another to be placed in a 3D space. Each have options to control randomized parameters. Using the 3D Metasound in a PCG graph, it can create randomized ambient wind sounds that never feel repetitive!
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By using the 2D Metasound, it can eliminate the need for many audio actors being placed in your level, however it may not be as immersive. The 3D Metasound is more immersive but also more expensive.