커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

0 투표

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,

General Discussion Slava S. (160 포인트) 로 부터

1 답변

+4 투표
 
우수 답변

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

Bernard R. (Audiokinetic) (35.8k 포인트) 로 부터
선택됨 Slava S. 로 부터
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.
...