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0 投票

Hi. 

The problem is - we want to trigger one-shot voiceFx or container every time we get RTPC into the defined range, and play full length FX once, while RTPC in inside the range. 

And we want to play it again every time RTPC got into range.

What is typical convinient way to do this?

Here is example:

Yellow area is our "acceleration" one-shot event.

First stage - RTPC is out of the range, FX or container not started.

Second stage - RTPC is in the range, we want ot start FX and play it till the end regardless of RTCP, and do it every time our RTPC get int othe range.

Experimenting with parameters like "step", "loop", etc we got into following problems - either our one-shot not played to the end, or it played once and never got triggered again, or it looped while RTPC is inside the range.

We had to use "send to virtual voice" to make it play again, but we not sure it's an optimal way.

Any suggestions how to trigger "one-shot" container when RTPC within the range ?

Regards,

分类:General Discussion | 用户: Slava S. (160 分)

1个回答

+4 投票
 
已采纳

Use a switch container in continuous mode, assigned to a switch group that is mapped to a game parameter.  Each switch would be assigned to regions of your game parameter triggering sound when entring the region.

More info in the User Guide:

Wwise Help > Using Sounds and Motion to Enhance Gameplay > Defining Object Playback Behaviors > Defining the Contents and Behavior of Switch Containers > Defining the Type of Switch Container

Wwise Help > Using Sounds and Motion to Enhance Gameplay > Defining Object Playback Behaviors > Defining the Contents and Behavior of Switch Containers > Managing the Contents of a Switch/State > Adding and Removing Objects from a Switch/State

Wwise Help > Interacting with the Game > Working with Switches > Mapping Game Parameter Values to Switches

用户: Bernard R. (Audiokinetic) (35.8k 分)
采纳于 用户:Slava S.
Excellent answer, Bernard, works great!
Hello Bernard, thank you for the comment! I'm trying to solve another related problem: how to add a fly-by SFX triggered by RTPC used on a looped jet engine sound.

I can do that with the method described above, but there is another issue: the tail of a fly-by is significantly longer than the first part of the sound, and the switch changes before the whole sound is played.
Is there any solution for that? I would like to start playing a fly-by sound when RTPC reaches a certain value (let's say, about 50 meters to the player), but I don't want to stop it abruptly after that.

Best regards, Serge.

UPD: the solution was easy, you just need to set a correct value for Fade Out on the desired sample. 3-5 seconds was enough to play the whole fly-by tail without any problems.
I would recommend you post another question for that.
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