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Enhancing playback by randomizing property values

To give each object a unique flavor each time it is played in-game, you can apply Randomizers to many different property values in Wwise. Randomizers modify the property values of an object each time it is played by selecting a value from a range of values that you have specified.

When using Randomizers, you must do the following:

  • Enable/disable randomizers

  • Edit randomizer properties

Enabling/disabling randomizers

You can apply a Randomizer to any property that has the Randomizer icon. By default, the Randomizer is disabled, but you can easily enable it and modify the properties to create the desired effect.

To enable a randomizer:

  1. Right-click the text box or slider of a property that contains the Randomizer icon.

    A shortcut menu is displayed.

  2. From the menu, select Enable Randomizer.

    The Randomizer view is displayed and the Randomizer icon in the text box turns yellow.

[Tip]Tip

You can also double-click the Randomizer icon to open the Randomizer view.

Editing randomizer properties

Because Randomizers only create a range of values for a particular property, they only require two properties: a Min and a Max value. These values are not absolute values, but are applied as offsets to the existing property value.

To edit the properties of a Randomizer:

  1. Double-click a property's Randomizer icon.

    The Randomizer view is displayed.

  2. In the Min text box, type the minimum possible value that you want for the property. The Min value is applied as an offset to the existing property value.

  3. In the Max text box, type the maximum possible value that you want for the property. The Max value is applied as an offset to the existing property value.

[Note]Note

To edit the properties of a Randomizer for several objects at the same time, select several objects in the Project Explorer, right-click the selection, and select Show in Multi Editor.

Understanding randomizer properties

It's important to understand how Randomizers are applied to property values. When a sound object is played, for each property that supports Randomizers:

  1. The Randomizers of the sound object and all its ascendants, if enabled, each generate a random value.

  2. The sum of the Randomizer values is added to the final property value. The final property value consists of:

    • Object property value.

    • RTPCs on the property.

    • States on the property.

[Note]Note

The final Randomizer value is added to the final property value, regardless of how the final property value is obtained. For the Volume and Pitch properties, the property values are always obtained by addition of the many sources. For the Low-pass filter and High-pass filter properties, it depends on the configured Filter Behavior. Refer to:

The illustration below demonstrates the calculation of the final Randomzier value for the Voice object's Volume property. Each object has enabled the Randomizer for the Volume property. The final Randomizer value, Rand, is the sum of values x, y, and z. This value will be added to the final Volume property for the Voice object.


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