One Minute Wwise | Preserving Accuracy using Audio Objects
Learn how to preserve sound precision using Audio Objects, no matter the output configuration (Headphones, Surround, HRTF, etc.). No Commercials, no lengthy introductions - just "Wwiser" in about a minute.
Approaching the 3D Audio Ideal | The Necessary Adoption of Object-Based Rendering
How Audio Objects Improve Spatial Accuracy
Authoring for Audio Objects in Wwise
9 Simple Steps to Authoring and Profiling Audio Objects in Wwise
The Role of the System Audio Device (Audio Object Determination)
Understanding Object-Based Audio
Crossfading Speaker Panning and 3D Spatialization
Let's talk about Object-based Audio. Say this Evil Spit Plant is about to shoot towards the player, and you want the player to know exactly in which direction it was fired from. To achieve the best possible sound accuracy, you can send a sound as an Audio Object, which is a way to send a sound and its position (Metadata) separately from the channel mix (Main Mix). This also helps binauralization, like 3D audio, as the positioning won't depend on the channel mix configuration, but it will be an independent Audio Object when HRTF is being processed.
Let's briefly set it up. Start by opening your Audio Device. Enable 3D Audio (Allow 3D Audio) and the ability to send Audio Objects (Allow System Audio Objects). Then in your Windows Sound settings, enable Spatial Sound, and voila, you are now sending (System) Audio Objects.
But wait, the shot sound from the Evil Spit Plant is still sent to Main Mix, and so it does not preserve the accuracy that Audio Objects allow for. That's because only sounds fully 3D spatialized, can become Audio Objects, and this sound is partially using Speaker Panning. So once we set it to fully 3D Spatialization and play it again, it will automatically become an Audio Object and fully leverage 3D audio, when available.