Wwise Fundamentals

Table of Contents

Create another Soundcaster Session

Now you’re going to create another Soundcaster Session that you’ll set up specifically to fine-tune sounds associated with the fire gem.

  1. Click the [>>] selector menu, and click New.

  2. In the dialog that opens, name the new Soundcaster Session Fire Gem.

    Using the fire gem actually requires three Events: one to throw the fire gem, one to end the sound the fire gem makes as it flies through the air, and another to trigger the explosion sound when it hits something.

  3. Add the Fire_FireGem_Player, End_FireGem_Player and Hit_FireGem_Player Events to the Fire Gem Soundcaster Session.

    Now you'll add the objects that are being triggered by these Events so you can adjust the Volume, Pitch, and LPF properties.

  4. From the Project Explorer’s Actor-Mixer Hierarchy, add the FireGem Magic, FireGem Blast, FireGem Explode, and FireGem_Flight objects to the second row of the Soundcaster Session.

    The Volume, Pitch, and LPF properties are now displayed, but before you make any adjustments you’ll first rearrange the Soundcaster modules so that each sound is closer to the Event that triggers it.

  5. Move the FireGem Magic Actor-Mixer object to the end of the first row, and move the FireGem Blast, FireGem Explode, and FireGem_Flight objects to the left one space on the grid

    [Note]

    The play button is unavailable for FireGem Magic because it is an Actor-Mixer object.

    Now you’re ready to fine-tune the fire gem sounds.

  6. Play the Event objects sequentially from left to right to simulate what happens when the player throws the fire gem. Listen closely and adjust the various Volume, Pitch, and LPF settings until you think the sounds are well balanced.

    [Tip]

    As you can see in the Project Explorer, the FireGem Magic Actor-Mixer contains the FireGem Blast, FireGem Explode, and FireGem_Flight objects, so making adjustments to the FireGem Magic properties in the Soundcaster also offsets the property values of the objects contained within.

Congratulations! You finished module 15. In this module you learned how to create Soundcaster Sessions, grouping objects that are likely to play around the same time. Then you learned how to play those objects simultaneously and how to adjust the Volume, Pitch, and LPF of those sounds so that they work well together.

Up next, Module 16: Configuring a Mixing Desk where you'll take mixing a step further.


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