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brassbgeek
เข้าร่วมเมื่อ 2 พ.ค. 2010
Welcome to my channel, my name is Timothy Adan, composer and sound designer for video games! Here I will do what I can to help educate you on the game audio process. From design to integration. Lets learn and make mistakes together!
Integrating Wwise to Unreal: Ep 3 Footstep Switches and States
In this episode I set up switching states for things like going in and out of water. I also set up switches for changing floor materials for the sake of footsteps.
Intro: (0:00)
Cat Intermission: (0:34)
Episode Description: (1:29)
Setting up Materials: (4:21)
Wwise Overview: (13:51)
Starting on States: (15:25)
Incorrectly Setting up States: (18:55)
Correctly setting up States: (24:26)
Starting on Switches: (30:42)
Incorrectly setting up Switches: (31:59)
Correctly setting up Switches: (42:49)
End: (48:52)
Intro: (0:00)
Cat Intermission: (0:34)
Episode Description: (1:29)
Setting up Materials: (4:21)
Wwise Overview: (13:51)
Starting on States: (15:25)
Incorrectly Setting up States: (18:55)
Correctly setting up States: (24:26)
Starting on Switches: (30:42)
Incorrectly setting up Switches: (31:59)
Correctly setting up Switches: (42:49)
End: (48:52)
มุมมอง: 1 413
วีดีโอ
Wwise to Unreal Integration: Quick integration of Footsteps
มุมมอง 1.3K2 ปีที่แล้ว
This is a short video that will act as a necessary precursor to other things we will be doing in Wwise. We are integrating footsteps using random containers into Unreal and triggering their use with animations. If you wish to support me, please feel free to do so on my ko-fi- ko-fi.com/timothyadan
Wwise to Unreal Episode One: Getting started
มุมมอง 5712 ปีที่แล้ว
First episode of my new series of integrating Wwise into Unreal 5. in this episode we go through the basics of downloading the launchers for both Unreal and Wwise, hooking Wwise into Unreal and implementing our very first sound to make sure it all works. Unreal Engine: www.unrealengine.com/en-US Audiokinetic: www.audiokinetic.com/en/ Ko-fi: ko-fi.com/timothyadan My website: www.timothyadan.com/...
From the Ashes Music Video
มุมมอง 732 ปีที่แล้ว
Music put together as the final project for project management class. The track is going to be in my upcoming EP "An Adventure in Five Tracks". The EP is themed after a typical fantasy adventure, culminating into this final track which celebrates victory over hardships. Composer - Timothy Adan Guitarist - Ryan Melendez Actor - Bill (Bubba)
Seat of Inspiration #LocalPatch @musicweeklies
มุมมอง 152 ปีที่แล้ว
Song created using the local patch theme by Music Weeklies. Photo is of Poet's Seat Tower in Massachusetts. Poets used this cliff as a seat of inspiration for their creative works since there is quite a great view from this point. Tower was constructed afterwards in the early 1900s, due to the locations popularity. Song was created under a personal challenge of a two hour timeframe. Song was wr...
2 Hour Album Challenge
มุมมอง 382 ปีที่แล้ว
VOD for stream. This one is for the 2 hour album challenge of April 2022. The theme is Vintage. Watch live at www.twitch.tv/timothyadan
PVGD Wwise vs Unreal Audio Integration Talk
มุมมอง 6655 ปีที่แล้ว
A talk I gave for the Pioneer Valley Game Developers in Massachusetts. This talk is about some of the advantages and disadvantages of integrating audio using Wwise as opposed to just using Unreal.
Wwise to Unreal Integration: Bullet Impact Switch
มุมมอง 2K5 ปีที่แล้ว
In today's episode, I talk about using a switch for playing different bullet impact sound effects based on the material being shot. I do make some mistakes that help me understand even better how switches work and how awesome they are! Website: www.timothyadan.com/ Email: timothyadan@gmail.com Kofi: ko-fi.com/timothyadan
Wwise to Unreal Season 2 Ep3 Footstep Switches and Profiler
มุมมอง 2.3K5 ปีที่แล้ว
In this episode of Integrating Wwise into Unreal, I talk about using switch states in order to change which footstep sounds play, based on the material you are standing on. I also briefly go over how to use the profiler, and what it looks like. Audiokinetic's Written Tutorial: blog.audiokinetic.com/-unity-3d/ My Ko-Fi: ko-fi.com/timothyadan My website: www.timothyadan.com/ My email: timothyadan...
Wwise to Unreal Season 2 Attaching Sounds to Animations
มุมมอง 1.2K5 ปีที่แล้ว
In this episode of Integrating Wwise into Unreal, I show you how to attach your AKcomponents to your animations. More specifically, footsteps. My email: timothyadan@gmail.com My website: www.timothyadan.com/ My Kofi: ko-fi.com/timothyadan
Wwise to Unreal Season 2: Integration
มุมมอง 9025 ปีที่แล้ว
in the first episode of this new season, I go over how to integrate Wwise into the Unreal engine as plugin. Then we make our first sound. If you have questions, feel free to email me here: timothyadan@gmail.com You can also visit my website here: www.timothyadan.com/ If you wish to support me, you can buy me a coffee here: ko-fi.com/timothyadan
Unreal/Wwise Integration: Volume Sliders
มุมมอง 2.8K5 ปีที่แล้ว
In this video, I show you how to make functioning volume sliders for your game! For tutorials on how to set up a nice menu for your game, you should view this video: www.youtube.com/watch?v=U_DY1... If you would like to support me, buy me a coffee here! ko-fi.com/timothyadan
Unreal music integration with wwise
มุมมอง 2.6K6 ปีที่แล้ว
In this episode of Wwise to Unreal integration, we talk about the music side of Wwise. This video is long (and for some reason of poor quality). To skip to later sections, click the links below: Wwise Certification - 1:07 DAW Setup - 2:01 File Naming - 3:56 Moving to Wwise - 5:48 Music Containers - 6:10 Transitions (mostly) - 10:46 Music Segments - 18:39 Using States and RTPC's - 23:18 Differen...
Wwise to Unreal Crowd Audio
มุมมอง 5306 ปีที่แล้ว
In this video I show you how to use blend containers in Wwise to make an audiance go wild. Set excitement, and approval as RTPC's to change how the crowd behaves during your game! If you have any questions, feel free to leave a comment. Also visit my website here: www.timothyadan.com/ And if you want, buy me a coffee! I love the stuff: ko-fi.com/timothyadan
Wwise to Unreal Integration: RTPC part 2
มุมมอง 1.5K6 ปีที่แล้ว
In this video I will update you on my progress putting together my game thus far, as well as how I used RTPC's to dynamically change the volume between multiple speakers on the map.
Invisible Inc Sound Replacement - Short Version
มุมมอง 1646 ปีที่แล้ว
Invisible Inc Sound Replacement - Short Version
Skyrim Sound Replacement - Short Version
มุมมอง 1816 ปีที่แล้ว
Skyrim Sound Replacement - Short Version
Wwise to Unreal Integration: Wwise Reflect
มุมมอง 4.8K6 ปีที่แล้ว
Wwise to Unreal Integration: Wwise Reflect
Switches and Basic Reverb Wwise to Unreal Integration
มุมมอง 3.9K6 ปีที่แล้ว
Switches and Basic Reverb Wwise to Unreal Integration
Creating some Fantasy Music! - Creative Livestream
มุมมอง 667 ปีที่แล้ว
Creating some Fantasy Music! - Creative Livestream
VGMA 21 Day Composition Challenge. Then, AOMalike Track 3: Unnamed Part 2
มุมมอง 147 ปีที่แล้ว
VGMA 21 Day Composition Challenge. Then, AOMalike Track 3: Unnamed Part 2
Learning Wwise shouldn't be the waste of time that it is. Thanks for the tutorial. This software wouldn't exist without the community.
i enjoyed the cat intermission
Great video ! Thanks for the explanations :)
Worked like a charm thank you
a portal can attenuate the volume of a sound that is propagating through it?
Not in Unreal at least. The portal object is used specifically to blend the audio characteristics of the zones the portal is attached to. So if you have two different reverb zones, the portal would blend them together. For attenuation you will need to rely on distance attenuation. If you want something more robust, like the attenuation through walls and the like, you need to get more into the coding of it in order to tell wwise the path you want the sound to take. It is important to note that certain functions of Wwise-specific objects function differently between Unreal and Unity, and unfortunately I am not familiar with Wwise in Unity.
Thank you for your help,I work with UE5,My current problem is that there is a 3D wind sound wrapped outside the room, but I hope that when I enter the room, the ambient sound will gradually disappear according to the distance from the door, but I seem unable to achieve this now... Do you have any good suggestions? I don't have any ideas@@brassbgeek
Is this test project available for download by any chance? Could you share it with us?
Unfortunately not. The next time I start making tutorial videos again I will be sure to make a github project for it so folks can download it.
@@brassbgeek thank you!
This was awesome man, the Venga bus intermission at 6:32 got me laughing.
Hi there. Is it possible to share the test project files shown in this video for download?
is it possible to set a switch when using PostEventAtLocation only seems to work with PostEvent
some reason wwise made me install a beta version to be able to intagrate with ue5
Thank your share~~~i am your Wwise fans~🤩😍~~I found the same problem in Ue5+Wwise that's cant find any switch value in BP set ak switch,when i dont use "Event-Based Packaging” and also can not drag the switch form WwisePicker or WaapiPicker to Ue content😩,so how to fix it? Thank you so much❣🤓.
Hi! As projects get bigger, wouldn't the wwise events attached to the mesh create some hard to navigate clutter?
Hi! It very well could! I believe it ultimately depends on how you want to handle it. Unfortunately I have not had the opportunity to work within Wwise on a larger project, so I can only speculate.
I agree, mistakes are very important for learning and growing! Thank you for sharing!
Great tutorial! Thanks!! Please continue! 🙏🏻
I am glad you enjoyed it! I will keep doing these as long as I can :-)
I'm so dumb for this thing but my will to simulate a ray-traced reverb makes me continue.
It is really hard! And even what I do in this video doesnt quite cut it. Its good! But not on the level you mention. Keep an eye on this space I plan on starting a new tutorial series using the current renditions of wwise and unreal. Maybe we can get to that point together :-)
My man, you're an absolute hero
haha thanks! I am really glad this video has helped you.
Have you ever had any success packaging the game with Wwise? When I package my game, none of the events play and there's no sound, even though everything works when I play in the editor.
Unfortunately all of my experience has been within the engine. I tried packaging the game once during a game jam and also ended up with no sound. I looked into it a little bit at that time and never found any answers. I have been in school since then and haven't needed to look into it further haha. Sorry about that!
@@brassbgeek 😔
any way to do this in updated versions?
Hello! I am sure there is. Unfortunately I have not used any versions past the one in my most recent video (which itself is probably out of date by now). Unfortunately I have not had the time to make updated videos :-(
Thanks for all the great videos. Im using AnimNotifys in a third person controller. My problem is that its not switching when im on a non-landscape, like a plane Static Mesh Actor. It works when im on painted landscape. When im a plane static mesh actor it just defaults to the defualt material sound as set in WWise. Any ideas why? Can I use material switches on a static mesh actor?
The switches are triggering based on the material that is set on the object in question. In order for a non-default sound to appear (at least the way I have it set up in my tutorials) you need to make sure the surface you are walking on has a material attached, and that material is linked to a surface type in Unreal, as well as a switch in Wwise. If you are using a blank mesh, the default sound will be used because when Unreal is looking at the surface you are walking on, it finds nothing, and so sets the sound to whatever your default is in Wwise. I hope that helps!
Awesome! Thank you :)
yah! season 2 <3
This is great thanks
This is my favourite tutorial ever! Love the commentary and the awesome info!
I am so glad you enjoyed it! Thank you very much :-)
Thanks!
Hi, I followed you exactly same, but i still got a message 'Akcomponent has been created in the notify. it will be using default values for all properties.'😥
Hi there! I am sorry you are having troubles. It has been a while since I looked at this video. The main thing that pops into mind is making sure that you have your AK component attached to the player mesh where the animations are located. It is very easy to have accidentally attached your AK component to, say, the gun mesh, or something like that. I have done that a lot in the past. Let me know if you still have problems after checking that and I will see if I can try and help you further!
@@brassbgeek I'm working on 'Event-based Packaging', will this have an effect?
@@geneuskim310 I am unsure! The best way to test that would be to create an AK play event set up to trigger on a mouse-click or something similar and see if the footsteps will play in that way. If they do, then my guess would be that is not the problem. However, I have not done event-based packaging before so I could absolutely be wrong on that!
@@brassbgeek Thanks for your super kindness... Finally i solve this problem. Event-based packaging actually does not matter this problem. i made an anim notify, which is NOT an anim ak notify, and connect it with ak event IN BLUEPRINT. It worked nicely, and not printed log that 'Akcomponent has been ~~ blah blah'. Thank you!
Thanks for this. I've been surprised myself at just how little there seems to be out there on this subject. I've got my head around Wwise, I've got my head around UE4. But putting the two together, there doesn't seem to be much documentation. This is the first explanation I have seen on SoundBanks within UE4.
I hope you find my videos helpful! I am glad I could provide at least some help :-)
I'm able to get the switch to work when walking over meshes with material, but not when walking over the default landscape, it always returns "default" even with different materials. Do you know how to solve this?
Can Wwsie be used in commercial games?
It can be! But it isn't free. It ranges in cost based on how big you expect your game to be and how many of the extra bells and whistles you are looking to have. Here is the pricing page for you: www.audiokinetic.com/pricing/
Hey man, I am currently searching for WWise on UE with C++, than Blueprints, do you recommend any source for that? Or is there a documentation represents that, officials docs only covers unity side of functions and goes directly with BPs on UE. As a programmer, working with C++ comes handy to me than BPs.
Wow you are right, finding C++ info for this is surprisingly difficult. You have probably already seen this but here is tue info to get started from the audiokinetic website: www.audiokinetic.com/library/edge/?source=UE4&id=using_cpp.html Sorry I couldnt find more for you!
@@brassbgeek Thanks for effort, but as we can see even Audiokinetic didn't care that much :D Well, if I can find some tutorial code around, written in C++, I can try to convert it by looking C# variations. I already asked the same question at Audiokinetic's QnA but no answer so far
I'm not really sure what my issue is. The debug text is showing, though the surface type doesn't seem to always reflect the correct surface, but when I run the profiler in wwise, it only seems to set the value to default.
Hi there! Sorry for the delay. I had that issue and it was the most annoyimg problem to figure out. I thought the solution was in this video. There are two different "set switch" nodes and you have to make sure you select the right one when you set up the blueprint otherwise it wont work. Given how long its been, you may have figured it out. If not let me know and I will see if I can put together some screenshota for you to take a look at for how I have this set up
@@brassbgeek thanks for the reply man. I really appreciate the effort! I've tried both nodes and it just seems as though neither are working. I'm feeling like theres some sort of issue with the communication between wwise and unreal.
@@brassbgeek Also I'd like to thank you for making videos on this content. Even though I've been having issues, It helps a ton as someone who wants to use wwise with unreal instead of the unreal engine's built in audio system. I'm wondering if it might just be easier to use unreal's system as there's far more content on that. I'd be curious to know what your thoughts are! Thanks a ton!
So from my limited research and experience into Unreal's built in system its clunky and hard to use and is way more limited in its capabilities when compared to wwise and fmod. That being said, if you are not a fan of troubleshooting issues that occur when using 3rd party software, then using Unreal's built in resources are the way to go. They have been trying their best to add more functionality bwcause it seems that they dont like people using wwise or fmod woth their software. So someday it may become super amazing! Until then though I personally prefer wwise with all of its quirks and troubleshooting issues lol.
@@brassbgeek Thanks for the heads up! I'd definitely like to keep using wwise! Just gotta figure out where the issues are with my projects!
You Smart Dude !
Thank you!
at 11:20 I need to know the name of the node that looks like it has 2 equals signs in it == and probably the node that says current surface thats attached to that, what are these nodes called? cheers
Hi so that is an "Equal to" node. I think if you search for the nodes and just type "=" or "equals" you will find it. It is essentially comparing the two inputs and if they are equal to each other, than they return true.In the inputs I have the "get surface type" node which is a material based node that gets what type of surface you are referencing, and the other input is a variable that is listing the surface the character is already walking on. The output is going to a branch node (otherwise known as an "if statement"). If TRUE nothing happens, if FALSE (as in the surface types are different) it moves on to SET (surface type).
Is possible use UE4 in a VIrtual machine like VMware fusion?
I personally do not know. I do not use virtual machines. However I did a quick search and came up with this thread which may prove useful to you! www.gamedev.net/forums/topic/688942-using-unreal-engine-4-on-windows-virtual-machine-how-was-it/#:~:text=%2D%20UE4%20engine%20doesn't%20require,the%20newer%20features%20DX10%2B%2C%20GL4%2B.&text=It%20works%20with%20Unity%20quite,VM%20in%20DX9%20compat%20mode.
brassbgeek thank you so much!
Hello. I just finished the Wwise 101 and 201 learning modules. I need to start learning Unreal. Where would you suggest I start?
Unreal has a few decent tutorials on their website that are good enough to at least get you familiar with the interface. Once you have that part down though, I feel their tutorials are very limited. Personally, I would just pick a VERY simple game type that you are interested in making, picking a project package that fits the bill (so the controls and camera are all set up for you already) and then diving right in. Programming using Unreal blueprints is pretty forgiving, the hardest part is knowing WHICH nodes to use (no need to worry about missing a colon anywhere). Once you run into something you aren't sure how to do, Google is your best friend. I have pretty much entirely put together the project in these tutorials using Google. Because of that, can get by pretty well without having to search for anything anymore because I learned how Unreal works by slowly building a project. Learning how Wwise works with Unreal is a little harder. There are some written tutorials available for it, but it requires a ton of experimentation to figure out everything else. That lack of easily-accessible information is why I put these tutorials together. Let me know if you have any other questions!
Thank you very much!
You are most welcome! I am glad it has been helpful to you :-)
Hi Tim, thanks for the video! Any tips for switching between reverb aux buses? Say that you leave a subway under ground ambience level and enter the next level which is an open space. How would you switch the reverb buses in Wwise? Thank you!
Heya! This is done using reverb volumes in Unreal! Each volume has an aux bus attached to it, and you can essentially put these volumes right next to each other with different reverb buses attached to each so that when your character moves from one volume to another, the sounds they make will change. I go over this around the 10 minute mark in this video :-)
Did you have to do anything special to get your events to play in the anim editor? My events will not play from the editor.
hi Tim , I hope you are well :) I have a question : I dont have licence for Wwise Reflect can I still use the AkTextures in the AkVolumes , would it work ? Somehow if I choose presets or even try to change occlusion of the walls in ue4 nothing happens , so I am just wondering if its possible at all without Wwise Reflect Plugin.... Thanks in advance have a good day cheers :)
Hello again Pakiela! Nice to hear from you again. You should be able to use AKVolumes with things like the regular Wwise reverb and whatever other plugins come prebuilt in Wwise. Anything that is an additional plugin (like reflect) requires a special license. For textures I am unsure. Are you talking about acoustic textures? Or some other plugin? Acoustic textures will require the license because they are designed to work with Reflect I am pretty certain. If it is a plugin then you will need to check what the Audiokinetic website states about it.
@@brassbgeek Hi Tim Thanks for your reply :) Yes I am talking about acoustic textures and I just found out that yes I would need a licence since this are absorbtion reflection values used by the Early reflections generated when using Reflct.... so I am going to try now with blueprints and spline occlusion to workaround it :) thanks again and i hope you are fine-patrycja
Unreal is so much more long winded than Unity.
You are an absolute lad for providing timestamps! I get all the Wwise stuff but the Unreal side is what I need (since I'm coming from using Unity).
I am glad I could help! :-)
I've seen your other videos as well as this one, we also have install videos Thank you for the content
I am glad you enjoyed the video. Thanks for watching!
Great series. I ran into a problem on this one. The footstep sounds keep playing the default material instead of switching. I can see that the switch is working in UE4 since the print string is changing the value (1-5), the profiler in Wwise starts with the default surface and no mater which surface I step on the change is always to Wwise object name: 'switch to "default" and Game Object Name: ThirdPersonCharacter_167.AkComponent_0 in the Wwise profiler. I think it's the 'Game Object Name' that should be switching from 1-5 instead of being 0. Switches work fine in Wwise by the way. The only thing I did different (besides that I'm on a 3rd person template) is that I used the starter content materials. I don't think this is remotely related to the problem since all the Physical Materials are set and UE4 is registering the changes but you never know...
I remember running into this problem before and it had to do with which switch node I used in Unreal! Took me forever to diagnose. Unreal has 2 different switchnodes you can use and you need to use the correct one (it should be telling you the switch name, not an array number whem the switch occurrs). I cant remember, but I believe one of my more recent videos covers this issue. If you co tinue to run into issues let me know and I will go through my videos to see what I did.
@@brassbgeek Thanks for the quick reply! I just tried the 3 different 'Get Switch' nodes but none of them are working. I'll look at the tutorial again to try to spot something wrong. It might be that since I just followed visually maybe I have a wrong node with the same name (similar to what you mentioned about the 'Get Switch' node) although, it's weird because it's printing the numbers as if it were actually doing something.
@@DiegoJPinto Here! Try this video here. If what is happening is what I think it is, I talk about it around the 20 minute mark of this video (after I made some mistakes) th-cam.com/video/0WVZPHFev2c/w-d-xo.html
@@brassbgeek I just had time to get back into this, thanks a lot for your patience with the replies. I finally fixed it. It looks like the problem was the converter that was going from the 'Get Surface Type' into the 'Set Switch' node. (The small node that converts the green into pink :p) To fix it, I created a Print String node and and made a connection from the 'In String' input into the "Get Surface' node (instead of going from the "Get Surface' into the print String node, so I just dragged the connection backwards) This created a converter that looks exactly the same but when inspecting it the one that works it says 'Returns user friendly name of enumerator' instead of 'Convert a value type to string'. Very weird, and hopefully I explained it clearly for anyone who runs into the same issue. Feel free to ask any questions if it 's not clear. The only problem I have now with footsteps is that the first footstep of every switch plays the default sound before going in the the right material. Do you have a video on that? Stay safe during the pandemic and thanks again!
@@DiegoJPinto That last part kind of sounds like you have the switch occurring AFTER the footstep sound is played as opposed to before. But I can't be certain without seeing what is going on.
gold!
Thank you! I am glad you enjoyed the video :-)
Tim I checked out your portfolio. Great Layout and very smooth to tour round, great job.
Oh thank you! I am glad you like my website :-)
Helps a lot, thanks!
I am glad this video was helpful for you! :-)
Hey Tim I have a question. I am trying o make a radio situation in game where a player can choose the radiostation and the music plays. I am thinking of using switch container and call different switches. What I am scripting in ue4. it doenst really work i get no sound ... do you think it woud be a workflow like in footsteps a similar blueprint , or do you have generally a better idea how I could set it up ? thanks in advance
Hmm. I am unsure about why you would not be getting audio in the forst place (setting up switches is a little pain in the butt so it could be a number of things.) But for a radio station you may be able to go a little simpler than that. What you could do if you are so inclined is have an event for each radio station that "stops" each station and then "plays" the current one (along with a cool sound to go along with the dial/button/what have you.) When it comes to switches, if I remember correctly, the switch doesnt take effect until the current sound stops playing (which ia different from how states work). So if you used a switch in the middle of a song, the song would keep playing until it was done. If you are using a dial type thing for the radio you could also use rtpc's and a blend container which also opens up some fun sfx options for you.
Love
Amazing work as always! Keep it up
Thank you very much! :-)
hi Tim question about the acoustic textures , do you mean that there was already a set of acoutsic textures set-up in wwise once the reflect plugin integrated ? I didnt have any pre-sets so sort of need to create every acoustc texture myself... where can I find those settings, or did you design them yourself ? PS:I spam every video of yours :D ...sry for that
ok, found it - project settings-> import factory assets-> check reflect textures ( if someone else looks for it :)
@@ppakielaflute Sorry I didn't get back to you! Heck of a week haha. I am glad you found it! And no worries on the questions, I am more than happy to answer them when I have time :-)
Hey Tim I have a question: i l have a trigger from game (lets say a light switch in the game ) so I want to set on and off sound for it. How would you set it up in wwise? ( i tried with sequence container where i put on and off sound but it didnt work) ...🧐 :/ or should I do state in wwise and then blueprint to it? Help:((((
I need a little bit more info. So I am going to ask a couple of questions, and then answer them both down below. Is it a constant looping sound you are playing? Different looping sounds that play based on the state of the object? Or are you trying to play one-shot sounds that go off based on whether the switch is on or off? Like, playing a high beep to denote you switching something on, and a low beep to denote switching something off? If it is the first, and you have two looping sounds that you want to switch between, then I would use a state. In the game, when you flip the switch, you "set state" to the new state, then in wwise you can either you a switch container that flip flops between the two sounds, or you can have both sounds playing at the same time, and simply adjust the volume when the state switches. In the second case when you have one shot sounds, the best way would be to create two play events in wwise (one for each sound) and in the game, you use an if statement, and a boolean variable to determine which sound plays. So, "if switch is on, play "off" sound, otherwise, play "on" sound". Hopefully that makes sense.
@@brassbgeek hey Tim, thanks so much. I am going to try it - its a tap water sound so its a loop on off- thanks again !
@@ppakielaflute Okay! Well in that case if all you want is for the sound to be on or off, you can have the water sound in wwise set-up to loop continuously. Then when the water is turned on, you use a play event, which will keep going forever until told to stop. When you are ready to stop you can use a stop event. Alternatively if you have multiple loop sources (for different water pressures, and how much the water is turned on) you could use a blend container instead, and use an rtpc to blend between your different tap water loops using a blend track.
@@ppakielaflute Also, if you are having troubles getting something to work, feel free to email me with pictures and/or video and I will do what I can to help out! My email is timothyadan@gmail.com
@@brassbgeek hey yes I am playing around with blend cointainers now thanks ! Just something I have noticed: ue4 doesnt like the infinite loop once played with states - there comes an fatal error so its better to set it up some amount of repetitions:)