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A way to apply different settings to a group of sound objects without needing to duplicate them all
Q&A
Maybe there's already a way around this, but an issue i've been consistently coming up against is the need to separate player driven sounds from AI driven sounds in order to send them to different busses so the player sounds can take priority over the AI ones in the mix via sidechaining. The only way we've found that allows us to do this is by duplicating all the assets so they can be routed to different ...
We organized our creature Actor-Mixers by creature sound type which allowed us to have very granular control over important parameters like Priority and Voice Limiting. We also used slightly different Positioning settings on each mixer. For instance, foley sounds used relatively tighter attenuation radii, whereas creature combat vocals and weapons could be heard from further away, to provide the Player ...
One notable feature of the new load balancing system is that a priority queue is used to ensure that latency sensitive operations are still performed early, relative to other work that may be required. This means that actions such as playing new sounds or changing active rooms should still be very responsive, even when that load is balanced across multiple audio ticks. Other Small Highlights Lastly ...
Instead of only using busses that follow the sound types (ambience, music, gameplay, etc.), we utilize a structure that follows the priority of the sound. We’ve used simple categories such as background (BG), mid-ground (MG) and foreground (FG) to distinguish between priorities. Different priority groups interact with each other through states, auto-ducking, and RTPCs used as side-chain driven dynamic ...
The system then shifts in to a priority-based mode based on gameplay whereby certain actions or events will queue up the next cue to play. Just some examples of various gameplay events or actions that can trigger new cues: First Encounter of Faction: New Faction Peace Track Trespassing; non-aggressive Faction: Trespassing Faction Peace Track Recruited Hero: Player Faction Peace Track Trespassing ...
Secondly, consider the priority of the audio content and how important it is to you. Challenge: RAM priority system Phones have a priority system for all operations. A lot of memory is reserved for processes that phones consider to be more important than your game – for example emergency notifications, calls, health apps, etc. Moreover, users almost always use several applications at the same time ...
NPCs walking about, you may end up with a lot of footsteps sounds. Of course, using an attenuation will automatically cull the far ones. But still, a lot could be within hearing range and players don’t need to hear 100 footsteps to know they’re in a crowd. To cull within the hearing range, you’ll need Playback Limit and Priority settings. Setting up limits can be done at three levels: actor-mixer ...
Wwise, pitch randomization inside a scale, and making sequences with multiple assets. We ended up with a mix of all these options, depending on the importance and the priority.For sounds that are more detailed and higher in priority, like the merges for example, we crafted unique assets for a sequence, and the sequence not only goes up in pitch in the scale but also grows bigger in instrumentation ...
I'd like to use Playback Priority to allow only 20 loops (infinite continuous random containers) at a time. So, low priority loops stop playing, but once their priority climbs up they start playing again. Main question here: Can this be done without using Virtual Voices? My problem is, that some HRTF Mixer Plugins don't have a priority system, e.g. they don't exclude Virtual Voices from their ...
For example, scene music themes typically have lower priority than others and will be suspended during combat. The world conductor can also pass music callbacks outside the music system for gameplay synchronization (e.g. during cutscenes). Music Conductors manage music theme control flow and coordinate one or more music sources playing at the same time. It can also maintain an internal state, if needed.
To manage the variety of sounds, due to the numerous types of enemies, items, weapons, spells, etc, we divided the SFX bus into broad categories to help define the priority and behavior of each element. As the game evolved during development, we expanded this structure introducing sub-buses to better reflect our needs. The Foley bus was separated into individual sub-buses for the player foley, NPCs ...
Now, you can assign a priority number to each Room, and the priority system determines the correct Room to assign. If an object is inside several Rooms at the same time (for example, when a Room is inside another Room), the assigned Room is always the one with the highest priority or the innermost Room (according to the result of the ray casting) if priorities are the same. Furthermore, the API now ...
This can be facilitated by assigning priority to rooms. Outermost rooms should have the lowest priority, whereas innermost rooms have the highest. The priority should be calculated automatically, with an option to be overridden manually in the editor for fine tuning. Another thing to think about is preventing an abrupt change of reverb when a sound emitter moves from one room to another. This is done ...
How do we define the priority of each system? How do we plan transitions between all systems? Our approach to this was twofold: using a priority system in the game engine for core systems and using a ducking system in Wwise for other systems. HDR was also used sporadically to highlight more iconic moments in the game. Here is the schematic we used to define the priority between these systems: Conclusion ...
This is a good time to remember to set an appropriate Room Priority for each Room and Reverb Zone, to make sure that game objects end up contained in the right room. I have the SAV_Forest at the lowest priority, then the RZ_Meadow, and the highest priority is the RZ_Town. The actual numbers are arbitrary, as long as they’re in the right order.In this arrangement, sounds can propagate through all of ...
Using various gameplay variables tied to RTPCs means that you have flexibility to change the Voice Volume and Make-Up Gain in ways that help give mix priority to sounds that need it, and lower the “sound importance” of sounds that don’t. In this picture, you can see that the “enemy threat” level turns down the Voice Volume as the enemy gets less threatening, but the Make-Up Gain turns it up. Based ...
Random point sources (Element and Element_Loop) have a higher priority than the ambiance-only loops (Loop). So I applied Auto-ducking to the Ambiance_Building_Elements bus to suppress the Ambiance_Building_Loop bus. This way, details can be highlighted when players click the buildings. Based on their locations, I created another two busses: Ambiance_City_Inside and Ambiance_City_Outside. That’s because ...
The audio thread has a priority Above Normal by default. It is important that this thread retains a higher priority. It is also a good practice to keep it on the same CPU core by forcing an affinity in AkPlatformInitSettings::threadLEngine for platforms that support it. 2) The game is processing too much within a Wwise callback function. Locks in callbacks would also make the audio thread wait and ...
With this in mind, I mixed the sounds separately for these two gameplay modes based on the auditory priority, combat status, and sample type. Also, I created different Actor-Mixers to organize them. To better implement the project, I decided to build the sound structure in Unity. For the Single-player Campaign mode, there are lots of weapons, objects, and other interactive elements. As such ...
These can also be confusing if the fight scene is already well populated with sound effects and loud music; thus timing, volume, a healthy priority system for your sounds and a reasonable ducking/sidechaining system must be done right, so the execution sounds as natural as possible. Further Notes for Dialogue When text-to-speech is active in the game, it has to be ducked down by any in-world dialogue.