Table of Contents
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Modules
You'll start by adding an Effect to the teleport sound to make it a little longer.
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Run Cube so you can connect to it.
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Launch Wwise and open a project file. Make sure you open the Module 14 project file.
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Connect to Cube so you can test your changes in the game.
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In the Project Explorer, expand the Items Actor-Mixer, and then select the Teleport object.
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In the Transport Control, press the Play button (Spacebar) to hear the original sound without any Effect added.
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In the primary editor, select the Effects tab.
By default, the Teleport object inherits the Effects configured for its parent, the Items Actor-Mixer. To configure Effects on the Teleport object directly, you first need to indicate that you want to ignore the parent configuration.
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In the Effects tab, select the Override parent check box.
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Click the Add Effect button, and then click Delay > Delay > Echoes_Linear.
The Delay plug-in with the Echoes_Linear Preset is inserted on the Teleport object.
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Press Spacebar to play the Teleport sound with the Effect. Then click Next and press Spacebar again to audition the next Preset. Continue until you reach Delay\One_Tap_Quarter_Second.
The Preset you selected is very close to the desired sound, but the echo goes on a little too long. To fine-tune the sound, you'll adjust the Effect properties.
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In the secondary editor, set the Feedback to 25.
Different Effects have different parameters, but most Effects have a Wet/Dry Mix. Setting this parameter to 0% means that no Effect is heard and only the original dry signal is heard. 100% means that only the Effect is heard.
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Press Spacebar to play the sound again. Listen for the difference.
By default, Effects are computed in real time while the game is played. If your game has a lot of Effects, this can use a lot of processing power. To avoid this, you'll choose to render the Effect as a new audio file prior to gameplay.
The Effect will be rendered when you generate SoundBanks, covered in Module 1: From silence to sound.
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Select the Render check box.