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Lesson 2

Table of Contents

Using Large Mode

In the dungeon, there is an old library with a large armoured statue and lava below the floor. You are about to implement the lava ambience, but one problem remains. Where would you position the Ambient_Lava Event to best represent the widespread area?


If you have not played the game in full using the Main Scene, you should definitely play the game and especially become familiar with the Library, which will be this section's environment.

For some objects like water, lava, or wind, you'd rarely get a convincing result with just a single positioned sound. In an attempt to solve this, one might add tons of Event instances in the same area to diffuse the sound, which would result in a significantly higher performance usage due to the increased number of voice instances. AkAmbient's Large mode solves this problem by providing the ability to create multiple point emitters while only using a single voice instance. These point emitters can then be used to mimic a volumetric sound propagation, with substantially fewer resources than multiple game objects using Simple mode.


Read more about Creating Multiple Positions for Single Game Objects or 3D Positions on the Audiokinetic website.

In the following steps, you will set the lava in the Wwise Adventure Game to AkAmbient Large mode.

  1. In the Unity menu, go to Audiokinetic > Certification > 301 > Lesson 3 and select AkAmbient Position Types.

    To get a sense of how the Library region is currently set up, let's teleport to it and have a look around.

  2. Click Play to enter Play mode.

  3. Press ESC to enter the game menu and teleport to the Library.

  4. Take a walk around the center of the bridge, while observing the Lava area just below.

    Notice that the Lava sound is only coming from one direction; despite appearing to fill the floor completely, it is really only emitting the sound from the center of the game object. Let's locate the Ambient_Lava game object to see how we can improve the situation.

  5. Press ESC to open the WAG menu and click Play again to exit Play mode.

  6. In the Hierarchy, search for Lava and select the Ambient_Lava game object.

  7. Position your mouse into the Scene view and press 'F' to focus on the Ambient_Lava game object.

    When searching in the Hierarchy, all objects in the Scene view will gray out and only the items shown in the search will be colored. However, deleting the search will return all objects to color in the Scene view.

  8. Clear the search field.

    In the Inspector you will see the AkAmbient component. As you might recall, the Position Type property is located just above the Event Name. It is currently set to Simple Mode, so let's change it.

  9. In the Position Type property, select Large_Mode.

    In the bottom right corner of the Scene view, you will see the AkAmbient Tool Bar. Here you can click Add Point and a small green circle at the center of the game object will appear.


    Consider adjusting the Scene view to monitor the Lava area in full. You will need the larger overview in order to place points later on.

  10. Click Add Point.

    Notice that the green point is hidden behind the Move tool (the three arrows), and it will be difficult to select it without selecting the Move tool controlling the Main Transform.

    In Large mode, all points will be relative to the game object, so when moving the game object, you move all points at once. As such, let's hide the Move tool, so you will only move the points—not the Main Transform.

  11. In the AkAmbient Tool Bar, click Hide Main Transform.

    The button should now display 'Show Main Transform', and you should not see the Move tool in the Scene view.

    You can now start moving the points to where the sound will be emitted.

  12. In the Scene view, select the green point.

  13. Use the Move tool ('W') to move the green point into the center of one of the quadrants.

    Notice that when you selected the green point, you got two options in the AkAmbient Tool Bar. With these you can either add an additional point ('Add Point') or delete an existing one ('Delete Point'). Let's add more points until each of the quadrants have been given at least a couple of points.

  14. Use the AkAmbient Tool Bar and the Move tool to add more points in the top-left, bottom-right, and bottom-left quadrants.

    As previously explained, you can enable Attenuation Spheres in the AkAmbient component. This is true for any of the position types, and for the Large mode you will get a sphere for each for the points you've added. The Attenuation Spheres are transparent and, when overlapping, can stack in opacity. This will allow you to assess whether the points are distributed well and how much of the area will be covered by the Lava sound.

  15. In the Show Attenuation Spheres property, select Current_Event_Only.

    As some of these spheres will be overlapping, their stacking opacity will describe the intensity of the Lava sound represented in that area.

    Let's now evaluate in game as well.

  16. Click Play to enter Play mode.

  17. Press ESC to enter the game menu and teleport to the Library.

  18. Press ESC to open the WAG menu and click Play again to exit Play mode.

You can now evaluate whether the Lava ambience is represented faithfully, by standing on an edge and moving the camera out on top of the Lava. If you discover a position near the edge where the Lava is not represented very well, you can simply add or remove points in that area.