Lesson 4

Table of Contents

Reverbs

The Adventurer sprints through the dungeon corridors with her trusty sword raised above her, ready to strike! Unaware of its attacker, the Evil Head slowly strolls through the cave, and only too late it notices the shadow of the sword on the wall striking towards it. The Evil Head expresses a final roar that resonates throughout the cavern.

To place a sound within a given room or location, you need to simulate how the sound reflects on nearby surfaces. In the real world, a sound is redirected on any nearby reflective surface. To reproduce this in a game, we use reverbs. These Effects are designed to simulate an acoustic space, by leaving a trail of reflections of a sound. But, there are many ways of producing this and, as such, many types of reverbs.

Reproducing an acoustic environment can easily become quite resource expensive; consequently, using reverbs will always be a matter of simulating a space with the minimum resource usage. Throughout this section, you’ll learn about three reverbs in Wwise, and how to effectively optimize the Effects to the needs of your game.


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