Table of Contents
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Modules
Now that you’ve set up the woosh and magical recharge sounds, you need to get them to play at the right time. You could ask the game engine programmer to provide a Game Call for each sound and then create corresponding Events in Wwise. However, since the ice gem blast, the woosh, and the magical recharge are all part of the same visual animation, and that animation never changes, the timing between these visuals is predictable. You already have the Fire_IceGem_Player Event for the ice gem blast in your project (see Module 1: From silence to sound for details on creating that Event). So you simply need to trigger the woosh and magical recharge sounds at predetermined times after that Event. You'll do this by delaying the Play actions.
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In the Project Explorer, select the Events tab, expand the Default Work Unit, and then select the Fire_IceGem_Player Event.
In the Event Editor to the right, you can see the Play IceGem_Blast action that's configured in Module 1: From silence to sound. There’s no limit to how many actions can be carried out for a single Event, so you’ll add the Gem_Recharge objects to this existing Event.
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In the Project Explorer, select the Audio tab. Press and hold the Shift key and select the Gem_Recharge_Magic and Gem_Recharge_Woosh objects.
If you don’t hold down the Shift key first, the moment you click on one of the Gem_Recharge objects, the Event Editor will change to the Property Editor and you won’t be able to complete the next steps.
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Drag the selected objects into the Actions pane in the Event Editor.
The objects are added to the Event Editor below the IceGem_Blast.
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In the Project Explorer, select the Events tab and select the Fire_IceGem_Player Event again. Then press Spacebar to play the Event.
While the actions are displayed as a list, notice that the blast, woosh, and magical chime sounds all play at the same time. To get the sounds to match the animation sequence, you’ll delay each of them with specific values.
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In the Event Editor, select Gem_Recharge_Magic.
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In the upper-right corner of the Event Editor, click the disclosure triangle.
All of the properties associated with the selected action appear in a pane on the right side.
In the game, the staff is magically recharged when it's moved off screen, about 0.7 seconds after the Wwizard fires the ice gem.
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For Gem_Recharge_Magic, click the Delay property, type 0.7, and press Enter.
Next, you'll do the same for the woosh sound, but with less delay. It would be helpful to see the Delay property of all of the actions simultaneously so you can easily understand the order in which they'll play. You'll add property columns to the action list in the left pane of the Event Editor.
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Right-click any of the column headers and click Configure Columns.
An Object Property Settings window appears.
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Expand the Other section, select Delay and click OK.
The Delay property is displayed for all of the actions.
If you don't see the Delay column in the left Actions pane, then drag the border between the two panes in the Event Editor to the right until the Delay column is visible.
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Change the Gem_Recharge_Woosh delay value to 0.5 and press Enter.
Click the Delay column header to sort the content by chronological order.
At the beginning of this module, you ran the game Cube and connected Wwise to it. Because you're connected, you can test the entire sequence of the ice gem blast with the woosh and magical recharge sounds in the game, without generating SoundBanks.
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Return to Cube and click to throw the ice gem.
Notice the woosh and magical recharge sounds are now heard after the ice blast sound. Exciting!
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To exit the game, press Esc, use the up and down arrow keys to select quit, and then press Enter.
You've now completed module 2. In this module, you mastered techniques to maximize the versatility of a single WAV file for various applications. You began by learning how to copy sound objects, a crucial skill that allows you to reuse and customize audio assets without altering the original file.
Next, you explored the Source Editor, where you gained the ability to select a specific part of a WAV file for playback. You then advanced to modifying object properties, such as volume and pitch, to tailor a sound to an animation.
Finally, you learned to craft complex Events consisting of multiple actions, each with its own timing. Excellent progress!
Up next, Module 3: Creating sonic variety with few resources will teach you how to craft a rich and diverse audio experience, even with limited assets.