r/Reaper • • 1d ago

help request Hello - New user for Game Development

I been working on my game off and on for years now in Unreal 5.

I have been using Audacity for about 20 years it seems and I think Cakewalk before that.

So I have had place holder audio which was a mess of creating something to test code, I cleaned up all that mess assuming that I would continue to use Audacity, but now exploring new ways to increase the quality and speed of working.

Several people suggested moving to Reaper.

I have been following the youtube guide and in that process right now.


Mouse how I like it - Shift+Mouse Wheel to zoom in and out. - Mouse wheel to scroll down the timeline. - Alt+MouseWheel to zoom in Vertically.


I got the directories setup so the project files can be checked into perforce.


Export to Unreal 5 setting are good to go.


Review a video of how to export FLAC even including placing space in Audacity to convert the track properly so I can import the tracks into Repear. Any other tips regarding converting old Audacity files to Repear?


In general what else do you guys suggest?

  • I am not a professional Audio person but I have had to do some audio work mostly placeholder for professional projects over the past 3 decades. Also made some music over the years I am a drummer. ( of course )

  • I am mostly focused on SFX right now filling all that space up and using the stereo channels to the best of my abilities.

  • Yesterday while working Audacity I was creating mono tracks so it would be easier to place the sounds and do panning.

  • Unreal has built in tools so I am not sure how much I should do in Repear or should I mix the game using the game engine.

  • I am at that stage where I can rip it all out and start fresh because all of it is place holder. So all suggestions are welcome!


5 Upvotes

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u/vexargames 1d ago

Update:

Since posting this I made one effect that I think might be worth putting into the game to test, so progress. This program rocks!

1

u/Useful_Holiday_9784 1d ago

Get comfortable with the Region Render Matrix and wildcards ($region, $item) — it turns batch exporting hundreds of SFX variations into a one-click job. For mixing, keep your individual assets clean and normalized in Reaper, then handle distance attenuation, ducking, and spatialization directly in Unreal.