Lesson 2

Table of Contents

Using a Single Sound For Multiple Applications

The sound you just imported is designed to enhance the visual that occurs just after the Wwizard fires the ice gem. Just after the gem is thrown, he quickly moves his staff to the right, which is to be accompanied by a woosh effect, and then off screen a newly charged ice gem is magically placed into his staff, an unseen action that is to punctuated by the crystaline chime sound effect. These two unique sounds have been delivered within a single .wav file. This may occur when the sound design is produced in a traditional linear audio editor while working with some video of an animation sequence of game play. This is perfectly fine as long the timing of those visuals never changes, however there are a few drawbacks:

  • It’s common for the timing of animation sequences to change as the game’s development progresses.

  • The silent space between the sounds can require more memory when loaded into the game.

  • You're limited in how you can individually manipulate the two distinct sounds within Wwise.

To provide more flexibility it's preferred that these two sounds are separate, but there's no need to go into another audio editor to divide the sounds into separate files. In this exercise you'll achieve this within Wwise and create a separate Sound SFX object for the woosh and one for the magical recharge.

  1. Right-click the Gem_Recharge Sound SFX object and choose Copy.

    You now need to create a copy of the object within the same Work Unit.

  2. Within the Actor-Mixer Hierarchy, right-click the Default Work Unit and choose Paste.

    Wwise creates a duplicate of the Sound SFX object but adds an _01 extension.

    One of these Gem_Recharge objects will serve to isolate the woosh sound, while the other will be the recharge magic, so it’s best to name them as such.

  3. Click the Gem_Recharge object, pause, and click again to rename it to Gem_Recharge_Magic, and then press Enter.

    [Tip]

    You can also rename an object by pressing the F2 key, right-clicking and choosing Rename or by directly typing into the Name field within the Property Editor.

  4. Rename the Gem_Recharge_01 object to Gem_Recharge_Woosh.

    The Gem_Recharge_Woosh object is now selected, so you can see that this object that you copied is referencing the same Gem_Recharge.wav file.


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