Community Q&A

Where Wwise users help each other out!

Audiokinetic's Community Q&A is the forum where Wwise users ask and answer questions within the Wwise community. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

Adding more punch to sounds

0 votes
I'm working on a game with a combo-system for the player attacks.
For the audio that plays for each "hit" or "move" in the combo the sound needs to have more bass then the one before. So, I was thinking this would be possible with RTPC's and changing a value in the EQ of a sound (or an Actor-Mixer, for all sounds)
The sound that we want to create is that it sounds more volumous, stronger, with the first "hit" sounding weak but the last one in the combo sounding very strong. This is why I was thinking I would need to change the bass to give the sound some more punch.

I can't seem to figure out how to do this though. So could someone push me in the right direction? I haven't worked with Wwise very long and I'm also quite new to sound editing with the Wwise effects.

Thanks in advance
asked Aug 1, 2016 in General Discussion by Dries L. (100 points)

1 Answer

0 votes
You can easily change the values of an effect dynamically with an RTPC. Add the effect you want (parametric EQ) to the sounds/actor mixer and in the EQ editor, attach an RTPC to some property of one of the filters (say the cutoff frequency of a high pass filter).

You could also design unique sounds for each combo hit and use a switch container, where the switch is either set by the game directly, or via that RTPC. Then you can design custom sounds for each combo step.
answered Aug 9, 2016 by Simon G. (930 points)
...