Table of Contents
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Modules
So far, you have created an Auxiliary Bus and inserted the RoomVerb Effect on that bus to create reverb. Now, you'll assign that bus to all objects under the Main Character Actor-Mixer so that any sounds made by the main character in a corridor will reverberate.
There are two different ways to do this. You're going to start with the user-defined method.
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In the Project Explorer, select the Main Character Actor-Mixer.
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In the Property Editor, select Routing, and then click the Set User-Defined Auxiliary Send 0 button.
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In the Project Explorer - Browser that opens, select the env_corridor Auxiliary Bus and click OK.
To quickly add a send, you can drag and drop an Auxiliary Bus object from the Project Explorer to the User-Defined Auxiliary Sends list.
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To test this change, expand the Main Character Actor-Mixer, select the Body_Impact Sound SFX object and press Spacebar to play it. Listen for the reverb.
It's very subtle so you'll increase the send volume.
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Select the Main Character Actor-Mixer, and then in the Property Editor, increase the env_corridor Volume to 12.
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Reselect the Body_Impact Sound SFX object and press Spacebar to play it again. Listen for the increased reverb.
The second way that an object can send a signal to an Auxiliary Bus is to have the game itself send messages to Wwise indicating which auxiliary bus a sound should be sent to and at which level. This is how Cube was designed. As you walk through the maps in Cube, the level editor has zones configured so that when the player enters the zone, the auxiliary send volume going to a specific auxiliary bus is turned up and when the player leaves the zone, it is then turned down. This creates a dynamic change to the reverb based on the player’s position.
To use this approach, you first need to remove the env_corridor from the User-Defined Auxiliary Sends group.
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In the Project Explorer, select the Main Character Actor_Mixer. Then in the Property Editor, under Send 0, select the More options button and click None.
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Under Game-Defined Auxiliary Sends, select the Enable check box.
Now, when playing the game, the objects contained in the Main Character Actor-Mixer are able to recognize the Wwise game calls that indicate when to turn the env_corridor auxiliary sends up or down.
The Volume control below the Use game-defined aux sends check box is used to offset the values being transmitted from the game engine so that you can adjust to your liking without having to ask a programmer to make the adjustments for you.
At the beginning of this module, you ran the game Cube and connected Wwise to it.
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Return to Cube and walk into the corridor indicated by the arrow.
As you enter the corridor, "env 194525" is indicated in the lower-right corner. This is the ID number of the environment that sends a signal to Wwise to turn up or down the game-defined auxiliary send.
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Press Spacebar to jump. Listen for the reverb applied to the sound of the player jumping.
Notice the reverb is subtle, as it would be in the real world.
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Return to Wwise. In the Master-Mixer Hierarchy, select the env_corridor Auxiliary Bus. In the secondary editor, make adjustments to the RoomVerb settings, like Decay time and HF damping to tailor the sound to your liking.
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Return to Cube to experience your changes in the game.
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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 14. In this module, you started by adding a Delay Effect to the teleport sound, making the existing sound a better fit for that exciting journey. Then you learned how to create an Auxiliary Bus with a RoomVerb Effect to create reverb. Finally, you applied that bus to all of the Main Character sounds, so that any sounds the player makes within the narrow corridors of Cube now reverberate, just like you would expect to hear in the real world!
Up next, Module 15: Using Soundcaster where you'll learn how to audition multiple objects at the same time.