Wwise Fundamentals

Table of Contents

Pan a sound

Because you're going to apply the same positioning to two different sounds, you’ll first group them in an Actor-Mixer. Actor-Mixer objects serve as folders to organize your project and have the added benefit of letting you quickly apply property settings to all objects contained within.

  1. Run Cube so you can connect to it.

  2. Launch Wwise and open a project file. Make sure you open the Module 10 project file.

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

  4. In the Project Explorer, select the Gem_Recharge_Magic and Gem_Recharge_Woosh objects, right-click, and then click New Parent > Actor-Mixer.

  5. Name the new Actor-Mixer object Staff Recharge and make sure it's selected.

  6. In the Property Editor, select Positioning, and then in the Speaker Panning list, select Balance-Fade.

    By default, Speaker Panning was set to Direct Assignment. With this option, the source channels of the sound are played through the front left and right speakers. By changing it to Balance-Fade, the volume of each channel is balanced so the sound can be heard through the front and rear speakers in the surround sound playback environment.

  7. Click the Edit the Speaker Panning button.

    The Speaker Panner opens, showing an overhead view of a person sitting in the middle of a room with speakers in typical 5.1 surround sound positions. By default, a control point is directly over the player’s head and sound is divided between the speakers of a surround system.

  8. Drag the control point slightly forward and to the right.

    Now each time a gem is recharged, the staff's woosh and magic recharge sound will be just in front and to the right from the player’s perspective.

  9. Close the Speaker Panner.

  10. Return to Cube and click to fire the ice gem. Listen for the position of the woosh and magical gem recharge sounds.

  11. To exit the game, press Esc, use the up and down arrow keys to select quit, and then press Enter.

Great work! You finished module 10. Now you know how to position an object at a fixed point relative to the listener, ideal for sounds that don't have a corresponding game object.

Up next, Module 11: Organizing with Actor-Mixers where you'll learn to organize your sounds for efficiency.


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