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unexpected spatial behaviour of blend containers

0 votes
Hey everyone

(project in Unity for VR Vive, for reference)

I am unsure if this is a "bug" but it is behaviour that was contrary to what I was expecting so I think it is worth mentioning. If it is as expected then it is good for me to know, if not its good for AK to know :-)

This is for the VR Regatta project and a great deal of the sound content in this project is multi layered wind and water sounds. As a VR project I am using many layers to create an immersive environment that dynamically changes depending on various factors.
Be cause of this dynamic nature I had started to use blend containers so I can shift from say  calm waves to medium wave and then large waves..as an example.

I have recently changed the design for how I am implementing the wind layers but I just kept using blend containers even though in many cases they might only contain a single sound, it was part habit and part lasiness by that stage and it all seemed to work...until it didn't.

So, the behaviour I have witnessed that I am unsure about is related to the 3D positioning of the sound
I placed wind emitters all around the camera so give the impression of the audience being surrounded by wind. I have used this technique before and it is effective.
As I added additional functionality it seemed to cause issues.
Primarily I added a volume RTPC based on azimuth with the idea that when you turn 90 degrees to the wind it would get very quiet (does similar in real world)
The issue was that even if I set the volume curve to -200db it was still partially playing.
I would hear the sound cut off in the appropriate ear when at 90 degrees, but I could still hear the sound in the other ear as though it had 360 envelopment.
This is with all other sounds muted and I can check with the master volume control for this object that it can be completely removed to create full silence

So even though there was only a single sound object inside the blend container, it felt like the azimuth curve was stopping the sound object but a duplicate of the sound object was still playing essentially with mono envelopment
It was definitely the exact same sound playing, as if I had two clones of the same sound and azimuth muted one to leave the other to continue playing.

This is obviously not expected behaviour from wwise, but I am hesitant to flag it a bug as there may be blend container behaviour I am unaware of.
There were also issues with how the sound spatialized and attenuated, but I think both of these would be accounted for if there was a duplication of the sound objects occurring

any thoughts or ideas on this would be much appreciated.
I have solved the issue by reverting to plain sound objects instead of blend containers, so I have a solution to the "issue" but I would still like to understand what wwise is actually doing, and if it is a bug then we can report it

 

cheers
asked Apr 18, 2018 in General Discussion by Stephan S. (100 points)
Hello,

I encountered something like this using Wwise reflect where the busses and audio for my sfx where basically muted or out of my attenuation range but my sounds were ricocheting from one reflective surface to another resulting in audio being heard out of volume and distance. If you are using reflect I would check that and how the effect is filtering/speed of sound.

-Jeff

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