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,

I am fairly new to Wwise and do not have much experience with it. I am trying to create a system (just for practice, not for a game) where a character will breathe slow, medium, or fast, depending on its level of fatigue.

I watched this video and then tried making three separate 10s audio files (slow, medium, and fast), put them in a blend container, and associate them with my run event but it would restart for every footstep taken:

https://www.youtube.com/watch?v=uzZCBi6CSLQ&t=248s

Next, I watched the video below and made 3 random containers with multiple audio files of slow, medium, fast. I then tried creating a group state with 4 states (resting, slow, medium), set transition times between them, assigned the state group to each random container in the audio tab, set their volume so that the other states would be at -96db when the selected one was playing (in the fast random container, all the other states were set to -96db). Then I came to understand that the state group effectively only changes the volume of one group of sounds. Like, in  the video bellow, it only affects the volume of the heartbeat. It didn't work in my case because I tried assigning it to three different folders, so that it would switch between them.

https://www.youtube.com/watch?v=Qrs19R7VQ6M

Now, I've created a switch group for player breath with the three different types of breath. The switch works fine but I am wondering how to implement it as an event. Life, if player walks for x amount of time trigger breathing slow. trigger breathing medium when player starts to run. trigger breathing fast after player has run for x amount of time. I am also wondering if there is a better way to implement a dynamic breathing system.

I hope this is clear...I am still a bit confused but learning from these mistakes.

 

Thank you
General Discussion Eliazer K. (100 포인트) 로 부터

Please sign-in or register to answer this question.

...