Wwise Fundamentals

Table of Contents

Insert an Effect on a Sound SFX

You'll start by adding an Effect to the teleport sound to make it a little longer.

  1. Run Cube so you can connect to it.

  2. Launch Wwise and open a project file. Make sure you open the Module 14 project file.

  3. Connect to Cube so you can test your changes in the game.

  4. In the Project Explorer, expand the Items Actor-Mixer, and then select the Teleport object.

  5. In the Transport Control, press the Play button (Spacebar) to hear the original sound without any Effect added.

  6. 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.

  7. In the Effects tab, select the Override parent check box.

  8. 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.

  9. 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.

  10. In the secondary editor, set the Feedback to 25.

    [Note]

    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.

  11. 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.

    [Note]

    The Effect will be rendered when you generate SoundBanks, covered in Module 1: From silence to sound.

  12. Select the Render check box.


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