Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes
I'm working with my programmer to determine how the game-defined settings work.  What type of curve is used to blend between wet and dry signals? I would like the game to define this and not have to manually set this up through RTPCs.  As of now, if I simply flag "game-defined" I can still hear 100% dry signal at max distance.  Shouldn't it only be wet at this point?

Thanks!
in General Discussion by Mike (330 points)

1 Answer

+1 vote
 
Best answer
Hi Mike, for effects in an aux bus, the dry signal is always ignored. The wet signal is played at whichever level is determined in the aux send level. Game-defined aux-send just means that you do not decide in Wwise which aux send is being used- the game will route to certain aux buses at run-time, usually based on defined envornments within your game level. If you're still hearing 100% of your dry signal at maximum distance, check to see that you have a proper attenuation curve in the position properties. Futhermore- you can determine in the attenuation editor if the aux send level follows the same attenuation as the dry signal, or have its own attenuation curve (this way you can allow the wet signal to remain louder even if the sound is further away).

I hope this helps, Cheers!
by Richard Goulet (5.8k points)
selected by Mike
Ah, that makes sense. Thanks for the clarification! :)
...