Thanks for testing out the Wwise 2021.1 Beta! Here are some resources to get you started and questions we've mapped for feedback.
Suggestions: Sample Project - Cube Object-based Audio Tasks
Convert bus hierarchy to Object-Based
- Can you set the bus output to use 3D audio and objects
Bus Status and Setup
- From the bus hierarchy in the project explorer can you tell which busses are mixing and which aren't
- Open the general settings on the Environmental bus
- Can you tell what kind of processing is happening on this bus?
- Add a gain effect to the Environmental bus, Note the change in Icons in Project Explorer.
- Set the gain in Gain FX to 24
- Add another gain effect and set it to -48
- Go to general settings page, can you tell what configuration the bus is in and if it is mixing or doing other processing?
- Can you see from the general settings page what is causing the bus to do processing?
- The Environmental bus has many 3D sounds routed through it
- Can you set it up so that objects reach the master bus?
Profiling
- Connect to Cube
- Switch to Audio Object Profiler Layout
- Run or switch to Cube
- Push ESC, choose the following: singleplayer.. then Start SP map.., then map dcp_the_core/enter
- Run inside the building and up the stairs and you see some monsters, fire the gun a few times
- Turn off Follow Capture time
- Can you show the objects in the Environmental Bus?
- Can you show the objects in the Intermediate Bus?
- Scrub the time back to when the Shotgun_Blast was playing
- Can you show only the objects in the Environmental Bus in the list?
- Can you show all busses and objects in the list?
- Can you show audio objects from the Environmental Bus in the 3D View?
- Select a Shotgun_Blast object in the list, can you see which object is selected in the 3D view?
- Can you tell how close the sound is to the listener?
- Can you Filter to only see the objects from the Shotgun_Blast voice?
- The Environments bus has effects, so this means that we can see the objects before and after the effect.
- Show only the Environmental Bus
- Can you find a way to show all FX stages to see how the object are affected in each stage.
- Can you show only the first stage of the bus processing before the effect?
- Can you show the voice of the shotgun blast object in the Voice Graph
- Can you show everything in the list again?
- Can you find where objects are mixed instead of being passed up the bus hierarchy as objects?
- Can you find a way to show the detailed output of the device for the master bus?
Metadata
- Can you see metering and 3d Metadata on the Shotgun_Blast
- Can you tell if this object goes through the full bus hierarchy without being lost?
- Disconnect from Cube
- Can you add Metadata to the Emitter_Teleport sound to control how it is mixed?
- Reconnect to Cube
- Can you see the metadata for this object in the profiling UI?
- From the profiling UI can you access where the metadata is defined?