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Weapon Fire sound in 1st person panning during decay

0 votes

I am using a ShareSet to apply an attenuation curve to multiple sound objects. Of the two Positions source options which are either "user defined" or "game Defined". It seems like no matter which combo I try, I can either hear the ShareSet attenuation or hear the 1st person weapon fire stay locked without panning. What do I select to be able to use both the ShareSet and the Locked position at the same time? 

Picture of the Position settings


asked Aug 23, 2014 in General Discussion by Tom T. (190 points)
edited Aug 25, 2014 by Tom T.

1 Answer

0 votes

Hi Tom, 

I'm not sure I totally understand your question, so sorry in advance if my answer doesn't make sense. Are you in a situation where you'd like to reuse the same weapon assets for both the main character (1st person view) and NPCs (3rd person view)? If so, you'd usually do the following: 

  1. You'll attach an RTPC to the 2D/3D drop down menu and have the game push the right value at runtime. 
  2. With the main character initialized in 2D, the weapon sounds will have no distance attenuation or panning (unless you enable the 2D panner). 
  3. WIth the NPC initialized in 3D, you'll be able to set a distance attenuation curve (be it Custom or ShareSet) and use "Game-defined" panning. 

Does it clarify things a bit?  


answered Aug 26, 2014 by Simon A. (Audiokinetic) (3,570 points)