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How to trigger a oneshot by RTPC and make it play till the end, even if RTPC moves out of the "trigger" range

0 votes
Hello,
We use a blend container for triggering footsteps sounds.
There are 3 different speeds crouch, walk, sprint
Crossfade between the assets is controlled by "object_speed" RTPC.
During the crossfade for example from sprint to walk Wwise interrupts sprint footstep instantly and play the walk footstep.
Is it possible to make it play old (sprint) footstep till the end?

Thank you,
Andrey
asked Jul 5, 2019 in General Discussion by Andrew N. (210 points)
I would also like to know this, I am trying to achieve a similar effect with transient events (similar to explosions) with 3 distance levels. If a player is just outside the bounds of my crossfade, and moves across it, the sound is completely cut off. Would love it if all the sounds in my blend tracks played at once, but it crossfaded through each, so theoretically if I'm close to the emitter in-game, and move away quickly, I would hear the start of the closest version of the sound, and the tail of the more distant version.
Hello,
in our case we decided to use switch containers instead of blend containers. RTPC value controls switch states.
This solved our issue, in your case I would try to create separate blend tracks for each "explosion perspective layer" and control crossfades between them with the volume envelope.

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