So i researched numerous videos in both areas lighting and audio in udk throughout the weekend. I found numerous audio videos that aided me to implement audio in the game:
audio looping/delay/random filter effects: http://www.youtube.com/watch?v=gCPHOwopZ60
audio trigger and kismet: http://www.youtube.com/watch?v=mD0xRLWPybM (this video specially aided me in triggering audio in game dialog, helping tell more of the games story
The ambient sound i created by placing loops and integration and manipulation of using other audio sounds and placing them on a random loop/delay amongst other filter effects. Ambient audio effect in Astraeus:
audio kismet for dialog trigger. I initially created a trigger for that is set of when a player walk in a set radius i created and in the player doing so they initiate the audio script dialog.
For the rest of the audio in the environment of basic sounds i just dropped in simpleambientsounds with the audio linked to that specific node and applying volume level and radius level as to how far audio would travel.
And the lighting, oh boy, I had problems with the lighting….. Unfortunately it was not as straight forward as i would have loved it have been as dropping in a light and lighting up the scene and previewing it in mobile. So after an in depth stud of Youtube and other media sources i found a couple of helpful udk lighting videos for lightmass. Which definitely helped me achieve the great end result that is now in our game.
There were 4/4 parts of videos which helped me achieve a decent light source in the mobile engine: http://www.youtube.com/watch?v=3eDjhOtiyuo&list=PLBcPyqz3OyEtgADhOrqWAsxj07EAQGfFb
Unfortunately as i was listening though the tutorials it was mentioned that the lighting uv channel should be completed and unwrapped in a 3d software program, however seeing how i attached similar objects to one another and grouped,cloned instanced some of the same objects. The orgional uv unwrap for the texture changed due to this, So i had to come up with another solution in the short timescale, as it was not fessiable to complete the lightmap unwrap on all assets in that timescale so i went into udk and generated unique uv for each grouped actor i imported, like so:
Then once i the option panel after this click apply and you notice this creates a second uv channel for the models/actors to react to lighting in game.
so now i had to increase the lightmap resolution so that thee is not to much shadow overcast comingfrom each actor/model
SO now i used added point lights and effected brightest and radius/fall off etc and got the desired look, in which i completed this throughout the environment and when i had this principal followed out with my other assets the result of lighting and in game quality below:
So then i saved out all my packages and udk file and uploaded it to the drive in which James implemented his programme to the level.