Game Audio Resource
Game Audio Resource
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Wwise2022 Unreal 5 1 Audio Test
A quick weekend test demo overview of Wwise 2022.1.3 and Unreal 5.1.
Investigating various audio pipelines and ideas to showcase in a new audio tutorial series we hope to release in the future.
Please Note: our knowledge of art, animations, level design is not our primary focus. Please excuse any visual oddities in the video.
This demo test level utilizes the free content found on the Epic Games Unreal Engine Marketplace
www.unrealengine.com/marketplace/en-US/product/modular-scifi-season-1-starter-bundle
A big thank you to Jonathon Frederick for making the starter bundle based on his Excellent content free for us all to use!
มุมมอง: 301

วีดีโอ

Wwise Unreal - Trailer: Showcase V2
มุมมอง 5K5 ปีที่แล้ว
To showcase our upcoming new Wwise & Unreal Audio Implementation Guide series, we have put together a quick in-game video of various content we show you how to implement with our new guide series. We hope this beginner guide sparks your imagination for your own Wwise & Unreal projects! If you are interested in learning computer game audio or looking for a guide to boost your own Wwise Unreal pr...
Wwise Unreal - Chapter 06A: Cinematic - Map Start Sting V2
มุมมอง 1.1K5 ปีที่แล้ว
In this guide we outline a very simple use of the Level BluePrint to hook an AK node to a simple Wwise one-shot event, to be played once every time the map is loaded. Please visit our website for the free associated written guide: gameaudioresource.com/2019/11/10/wwise-unreal-2019-chapter-06a-cinematic-map-start-sting/ If you are interested in learning computer game audio or looking for a guide...
Wwise Unreal - Chapter 05B: Weapon - Projectile Impact & Bounce V2
มุมมอง 1.4K5 ปีที่แล้ว
In this step we set up Wwise with a Blend Container so that we can trigger fast and slow impacts as the projectile bounces. We also set basic blueprint parameters to stop over triggering of the projectile as it comes to a stop. Please visit our website for the associated free written guide: gameaudioresource.wordpress.com/?p=1647&preview=true If you are interested in learning computer game audi...
Wwise Unreal - Chapter 05A: Weapon - Shotgun Fire V2
มุมมอง 1.4K5 ปีที่แล้ว
In this guide we set up Wwise to trigger Gun Fire audio assets. We will then modify the associated BP node to use the correct AK node. Please see our website for the associated written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-05a-weapon-shotgun-fire/ If you are interested in learning computer game audio or looking for a guide to boost your own Wwise Unreal project sound...
Wwise Unreal - Chapter 04E: Character - Body Land Speed V2
มุมมอง 5065 ปีที่แล้ว
In this guide we expand on the Body Land pipeline we implemented in Chapter 04D. We verify the speed of the character so we can implement a fake falling speed via Velocity values to determine either a heavy or a light impact landing. Please see our website for the associated written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-04e-character-body-land-speed/ If you are inter...
Wwise Unreal - Chapter 04C: Character - Footstep Speed V2
มุมมอง 1.2K5 ปีที่แล้ว
In this guide we expand on the pipeline used in Chapter 04B so that we can control the velocity of the player character footsteps and armour volumes. This allows for a more natural weighted volume depending on the player characters speed of movement. Please see our website for the associated written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-04c-character-footstep-speed/ ...
Wwise Unreal - Chapter 04D: Character - Body Land Surface Type V2
มุมมอง 6905 ปีที่แล้ว
In this guide we set up body land content to play different surface type audio assets using a Wwise switch when the player character lands from any sized jump. We will make full use of the Wwise Switch SWT_Surface_Type we implemented in Chapter 04B. Please see our website for the associated written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-04d-character-body-land-surface...
Wwise Unreal - Chapter 04B: Character - Footstep Surface Type V2
มุมมอง 5K5 ปีที่แล้ว
In this guide we will implement player character footsteps to be triggered by Unreal Blueprint nodes and animation timeline tagging. We add a Wwise Switch so footstep assets can change depending on the surface type the player character moves over. Please see our website for the associated free written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-04b-character-footstep-surfa...
Wwise Unreal - Chapter 04A: Character - Animations V2
มุมมอง 2.1K5 ปีที่แล้ว
In this guide we will set up basic SFX content to be triggered via tagged SFX Wwise Events to animation timelines. Please see our website for the associated free written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-04a-character-animations/ If you are interested in learning computer game audio or looking for a guide to boost your own Wwise Unreal project soundscape, please ...
Wwise Unreal - Chapter 03F: Environment - Waterfall V2
มุมมอง 1.3K5 ปีที่แล้ว
In this step we set up Wwise with a Blend Container using a fake distance game parameter, allowing us to change close and far audio assets based on player character/listener position distance from the waterfall source location. Please see our website for the associated free written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-03f-environment-waterfall/ If you are interested...
Wwise Unreal - Chapter 03E: Environment - Start & Stop Events Via Box Triggers V2
มุมมอง 4.4K5 ปีที่แล้ว
In this guide we highlight how to start & stop Wwise Events when you enter and exit the house in the middle of the map, allowing the ambience to change Please visit our website for the associated free written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-03e-environment-start-stop-events-via-box-triggers/ If you are interested in learning computer game audio or looking for a...
Wwise Unreal - Chapter 03D: Environment - Trigger A Wwise Event Via A Box Trigger V2
มุมมอง 3.1K5 ปีที่แล้ว
In this guide we will set a simple Box Trigger to play a Wwise Event when the player character moves over or into the Box Trigger area in the map. For this guide we will use the large shrub models we implemented in Chapter 01 to play a rustling sound when the player character moves through a dense shrub area. Please see our website for the associated free written guide: gameaudioresource.com/20...
Wwise Unreal - Chapter 03C: Environment - Reverb Zone V2
มุมมอง 2.8K5 ปีที่แล้ว
In this guide we set up a basic Outside reverb Wwise effect to trigger all over the map, affecting any content triggered in the reverb zone. Please see our website for the associated written guide: gameaudioresource.com/2019/11/09/wwise-unreal-2019-chapter-03c-environment-reverb-zones/ If you are interested in learning computer game audio or looking for a guide to boost your own Wwise Unreal pr...
Wwise Unreal - Chapter 03B: Environment - 3D Emitter Ambience V2
มุมมอง 3.7K5 ปีที่แล้ว
In this guide we implement a looping light water splashes audio asset to be tagged as 3D emitters around the water edge of our map island. The process this guide highlights can then be used to place as many different 3D emitters for other audio content types in the world map. Please see our website for the associated written guide: If you are interested in learning computer game audio or lookin...
Wwise Unreal - Chapter 03A: Environment - 2D Global Ambience V2
มุมมอง 4.5K5 ปีที่แล้ว
Wwise Unreal - Chapter 03A: Environment - 2D Global Ambience V2
Wwise Unreal - Chapter 02E: Wwise - Source Control Perforce V2
มุมมอง 2.5K5 ปีที่แล้ว
Wwise Unreal - Chapter 02E: Wwise - Source Control Perforce V2
Wwise Unreal - Chapter 02D: Wwise - Adding New Platforms V2
มุมมอง 1K5 ปีที่แล้ว
Wwise Unreal - Chapter 02D: Wwise - Adding New Platforms V2
Wwise Unreal - Chapter 02B: Wwise - Hierarchy & Sound Banks V2
มุมมอง 2.1K5 ปีที่แล้ว
Wwise Unreal - Chapter 02B: Wwise - Hierarchy & Sound Banks V2
Wwise Unreal - Chapter 02A: Wwise - Integration V2
มุมมอง 3.9K5 ปีที่แล้ว
Wwise Unreal - Chapter 02A: Wwise - Integration V2
Wwise Unreal - Chapter 01B: Unreal - Create A New Map V2
มุมมอง 2.3K5 ปีที่แล้ว
Wwise Unreal - Chapter 01B: Unreal - Create A New Map V2
Wwise Unreal - Chapter 02C: Wwise - Global Voice Limit V2
มุมมอง 1.1K5 ปีที่แล้ว
Wwise Unreal - Chapter 02C: Wwise - Global Voice Limit V2
Wwise Unreal - Chapter 01A: Unreal - Create A New Project V2
มุมมอง 2.4K5 ปีที่แล้ว
Wwise Unreal - Chapter 01A: Unreal - Create A New Project V2
Wwise Unreal - Chapter 00: Introduction V2
มุมมอง 2K5 ปีที่แล้ว
Wwise Unreal - Chapter 00: Introduction V2
Wwise Cube 2019: Chapter 20 - Music
มุมมอง 8515 ปีที่แล้ว
Wwise Cube 2019: Chapter 20 - Music
Wwise Cube 2019: Chapter 16 B - Balancing: Optimisation
มุมมอง 1575 ปีที่แล้ว
Wwise Cube 2019: Chapter 16 B - Balancing: Optimisation
Wwise Cube 2019: Chapter 16 A - Balancing: Final Mix
มุมมอง 1885 ปีที่แล้ว
Wwise Cube 2019: Chapter 16 A - Balancing: Final Mix
Wwise Cube 2019: Chapter 15 C - Adviser: Player Character Health
มุมมอง 1465 ปีที่แล้ว
Wwise Cube 2019: Chapter 15 C - Adviser: Player Character Health
Wwise Cube 2019: Chapter 15 B - Adviser: Map Results
มุมมอง 715 ปีที่แล้ว
Wwise Cube 2019: Chapter 15 B - Adviser: Map Results
Wwise Cube 2019: Chapter 15 A - Adviser: Map Intro
มุมมอง 1175 ปีที่แล้ว
Wwise Cube 2019: Chapter 15 A - Adviser: Map Intro

ความคิดเห็น

  • @black_shark3312
    @black_shark3312 10 หลายเดือนก่อน

    I understand that there might've been quite a few changes since this version (I've only been using UE5), but I don't see the function of your 'Stop' events, neither here nor in your previous video. At what point are they called?

    • @gameaudioresource6853
      @gameaudioresource6853 10 หลายเดือนก่อน

      In basic terms the point of a Stop event is to save voice counts from playing unneeded events, but there are many great results gained from using them. Its been a long time since this guide was created, we think we were going to utilise Stop Events later on, We do go over a Start and Stop Event basic in this guide. but FlipFlop is a not a professional way to do it, just a quick way to demo a basic concept. th-cam.com/video/yjzLoXqUizU/w-d-xo.html If we find the time, we always hope to do a more in-depth guide.

  • @worbarry9735
    @worbarry9735 10 หลายเดือนก่อน

    the blend tracks for impacts with distance do not work in wwise 2023

    • @gameaudioresource6853
      @gameaudioresource6853 10 หลายเดือนก่อน

      Hey, Wwise 2023 has change many feature updates or new pipelines added to Wwise over that time since Wwise 2019. We have not looked at the Cube / Wwise project since this guide was created and sadly no longer have the project available. However, the Blend Container is core tech that generally will not change, so technically it should still work as the guide outlines. what does the Wwise profiler state when the impact occurs?

    • @worbarry9735
      @worbarry9735 10 หลายเดือนก่อน

      i have not tested in game as i cant even get it to work in the wwise editor, maybe it will work in game but i cant crossfade and test at the same time if that makes sense i have gone back to wwise 2022.1.8 and it works as expected @@gameaudioresource6853

  • @theo_sound
    @theo_sound ปีที่แล้ว

    Thank you! Excellent course!

  • @wolwox
    @wolwox ปีที่แล้ว

    This is the simplest working tutorial I've found for Unreal & Wwise footstep integreation so far, it's great! One thing I did change was switching from "Line Trace By Channel" to "Capsule Trace By Channel" and making it just a bit smaller than the width of the player (to avoid materials changing when walking up against walls). This is all to stop a little quirk where if the player is standing over the edge of a platform the line trace will hit the lower surface instead of the platform, so the capsule trace makes sure to take the width of the player into account and switch to the material the player is directly standing on top of!

    • @gameaudioresource6853
      @gameaudioresource6853 ปีที่แล้ว

      Thats an interesting way to do it, Thank you for adding the info notes on this. Usually we would expect a line trace under the an actors feet as it is generally the safer way to get the surface type as run time, but its great to hear different ideas of how to get the surface type. Well done :) Our next tutorial will feature proper Wwise / UE5 pipelines, instead of piggy-banking off of UE anim BP pipelines... but as to when we can actually do the new guide series will be sadly a while off yet.

    • @wolwox
      @wolwox ปีที่แล้ว

      @@gameaudioresource6853 I'll definitely be sticking around to check out the next tutorials when they do come by. Good work!

  • @IsaacDare
    @IsaacDare ปีที่แล้ว

    Promo`SM 💃

  • @andreiviievskyi2838
    @andreiviievskyi2838 ปีที่แล้ว

    Nice underscore tutorial underscore thankk underscore you

  • @worbarry9735
    @worbarry9735 ปีที่แล้ว

    looking forward to this would be great if you also concentrated on weapon features like how to implement full auto sfx and eviroment tails

  • @tttaka7365
    @tttaka7365 ปีที่แล้ว

    Very impressive!!!

  • @x007-w7g
    @x007-w7g ปีที่แล้ว

    Hello, I want to know if the Wwsei support playing the music cross different levels, I find the use the postevent, the actor which can't cross different levels.

    • @gameaudioresource6853
      @gameaudioresource6853 ปีที่แล้ว

      Hey, yes it can be done, but you will find by default the music is loaded / unloaded with each level. Keep it simple make music States for each level, then Start and Stop the music for each level For example if you have a front end menu map and a game map. Have separate Events and Wwise States for each. stop and start them as the levels load / unload If you want just one music event for all your music globally, you could also parent / children States in a waterfall manner that suits your game flow. This is very basic description but hope it helps get you started.

    • @x007-w7g
      @x007-w7g ปีที่แล้ว

      @@gameaudioresource6853 If I stop the music before I unload the map, after open the new level, the music will continue play from last time or restart play from the begnning. (I am a beginner of wwise, I am stange the api )

    • @gameaudioresource6853
      @gameaudioresource6853 ปีที่แล้ว

      ​@@x007-w7g Excellent, Spot on, Advanced Settings tab - Virtual Voice will control what to do with the music. e.g. Play from elapsed time or Play from beginning. Np at all, Wwise takes a while to learn but 110% worth the effort in the long run. We did create a music guide for the cube / Wwise demo, there might be some useful things to pick up in this guide. th-cam.com/video/47QFsQYx0Oc/w-d-xo.html&t

  • @contentuser8821
    @contentuser8821 ปีที่แล้ว

    Thanks a lot! So how can i integrate my Wetness Switch wich is controlling the material switch in this system?

  • @worbarry9735
    @worbarry9735 ปีที่แล้ว

    how do you set a switch value when using PostEventAtLocation switch value only works for me using only PostEvent?

  • @chordshore
    @chordshore 2 ปีที่แล้ว

    Thanks for these tutorials, comprehensive Unreal/Wwise implementation resources are so rare! One issue I may have discovered: the Flip Flop blueprint node does not reset itself, so when you exit the house through the 2nd floor door and re-enter through the 1st floor door, the Internal Stop Event for the house will be called twice. This results in a room tone twice as loud, and the events may play out of order unless you reset it by entering and exiting the house on the same floor again. While googling the Flip Flop node I found that most people opt for a boolean instead. Hopefully this helps anyone experiencing the same issue.

    • @gameaudioresource6853
      @gameaudioresource6853 ปีที่แล้ว

      Absolutely spot on! Excellent advice and Thank You. The proper way to do the internal / external areas manually would be to use Volumes, but as it was a beginner guide series, we did not want to go too over the top in BP and tech in UE. This was the simplest approach we could think of, but a bit flaky. There will be more from us at some point in the future over viewing proper pipelines and how to use them.

    • @chordshore
      @chordshore ปีที่แล้ว

      @@gameaudioresource6853 I appreciate the reply, and definitely understand wanting to keep it simple for the scope of the course. I'm glad to hear you are working on more tutorials as well!

  • @mikrasaudio
    @mikrasaudio 2 ปีที่แล้ว

    This is awesome, thanks!

  • @kobylianskyiandrii523
    @kobylianskyiandrii523 2 ปีที่แล้ว

    Cool guide! Thank you!

  • @yuyang6651
    @yuyang6651 2 ปีที่แล้ว

    Hi, your tutorial is great, Wwise Unreal - Chapter 03F: Environment - Waterfall V2 One thing I didn't learn here is how to change the audio sources near and far depending on the distance between the player character/listener and the waterfall source location. I don't know how to control the wwise blend RTPC in the blueprint, I'm Japanese and my English is not very good, please guide me!😭

    • @gameaudioresource6853
      @gameaudioresource6853 2 ปีที่แล้ว

      Hi, not to worry, your English seems very good. Lets see what we can do in written format There are many different things we can do with Blend Containers, but lets focus on the basics There are no UE4 Blueprints needed, we do it all in Wwise. 1. At the start of the video we create a new distance RTPC using build in parameters for distance. 2. Create a new Blend container 3. Open the Blend container, then create a new blend track. Close Blend Container window 4. Create 2 child Random containers under the Blend container. Name them individually "Close" & "Far". 5. Place a looping close and far SFX asset in each Random container. 6. Assign the "Close" & "Far" Random containers to the Blend track in the Wwise Content editor window 7. Open the Blend Container window - assign the RTPC created in step 1. 8. You will now see your close and far assets on the timeline of the blend container track. From here you can cross-fade the Close & Far SFX assets over distance using the graph timeline. 9. Create an Wwise Event on the Blend Container. 10. build all Wwise data + set up Wwise data in UE4. You should be able to drag the Event into a map and hear close and far assets played based on distance from source of the emitter. This should be enough for you to blend 2 sounds over distance. Obviously you will want attenuation's if e.g. assigning an emitter to a waterfall. you can then add a parent Blend Container attenuation so the emitter source fades over distance. in the video guide the sound will hard stop at 5000 UE4 units away from the source of the emitter. If you need to increase or decrease this value, change the "Max" value on the RTPC. We hope this info helps, hopefully we havent missed a step, good luck!

  • @layalef7122
    @layalef7122 2 ปีที่แล้ว

    If the Android SDK wasn't integrated during Wwise installation how can we deploy this platform SDK again when we decide to add it to the Platform Manager?

    • @gameaudioresource6853
      @gameaudioresource6853 2 ปีที่แล้ว

      If you need to add more platforms to your Wwise project, return to the Wwise launcher. find the version of Wwise you are using in the Wwise side tabg. Then select modify under the spanner icon. Then you can add any platform or plugin to that version of Wwise. Follow the Next UI until the process is completed. Once completed you can open Wwise. The platform should then be listed in the Platform Manager. From here a programmer may need to build the binaries in the game engine you are working in. Then (IF UE4) it should be simply be generated sound data or rebuild sound banks (depending on which pipeline you use) to generate the new platform files.

    • @layalef7122
      @layalef7122 2 ปีที่แล้ว

      @@gameaudioresource6853 Thank you for the help. Is there a video to know how we can build the binaries in Unreal 4 because we still can't see the platform in the Wwise Project Settings in Unreal.

    • @gameaudioresource6853
      @gameaudioresource6853 2 ปีที่แล้ว

      @@layalef7122 Unfortunately we are not programmers / the right people to advise. Binaries can be built within MS Visual studios. Your best bet to approach Audio kinetic directly www.audiokinetic.com/contacts/ or ask on a e.g. community site facebook.com/groups/wwisewwizards

    • @layalef7122
      @layalef7122 2 ปีที่แล้ว

      @@gameaudioresource6853 Thank you for the help and the videos helped us alot :)

  • @angellu7639
    @angellu7639 2 ปีที่แล้ว

    Thank you so much for the guide! If the bush is very big, player stays inside for a long time, instead of playing one shot you want it to play it continuously, how would you set up in Wwise? Do you just use the continuous play mode inside random container, and using cross fade between one shot files? Thank you for your time!!

    • @gameaudioresource6853
      @gameaudioresource6853 2 ปีที่แล้ว

      In simple terms you would need a Start and a Stop event on the loop SFX asset in Wwise. Then in UE4 we could utilize a volume - expand it to the bush size, add an on collision you trigger the Start event, then on exit of the volume trigger the Stop event. what happens if the players stops in the volume? You would then need to get the player velocity as an RTPC value, which you could jsimply volume silence the loop under a certain value (not the correct way to do it but simpler to explain) if player stops moving (but there are various ways to do that. This kind of pipeline is a more advanced processes, which need a different kind of guide for as it all builds into a global anim pipeline.

  • @supermazy22
    @supermazy22 2 ปีที่แล้ว

    The content is extremely useful - thank you. For future reference, it would be really handy to explain why we're doing what we're doing in blueprints; eg "The reason we've put 250 in the B Float input is...", "This 'Get Velocity' refers to the speed of the projectile and is connected to the Vector Length because..." etc. This would really help people learn to use the methodology for future/different adaptations. Really handy series though, thanks again.

    • @gameaudioresource6853
      @gameaudioresource6853 2 ปีที่แล้ว

      Thank you for the message and really great to hear these tutorials help people still! If / when we do finally get some down time, we hope to do a brand new more advanced guide. Which we will try to include deeper explanations as to why we do things and what they do.

  • @olivert4648
    @olivert4648 2 ปีที่แล้ว

    Thank |underscore| you |underscore| for |underscore| this |underscore| guide!! It |underscore| really |underscore| helped |underscore| me |underscore| with |underscore| the |underscore| project |underscore| i'm |underscore| working |underscore| on. I |underscore| suggest |underscore| though |underscore| that |underscore| next |underscore| time |underscore| please |underscore| just |underscore| leave |underscore| the |underscore| underscore |underscore| parts |underscore| out. It |underscore| really |underscore| made |underscore| me |underscore| agitated.

  • @andreasjonsson58
    @andreasjonsson58 2 ปีที่แล้ว

    Hi, and thanks for this excellent resource of videos which I am currently making my way through in preparation for teaching a course in Wwise. One question (and forgive me if this is answered in another video which I have yet come across). Can Cube entities have an audio event "attached" to them? Say the creaking sound of a palm tree or buzz from a lamp post? The teleporter entity seems to have sound attached to it so I imagine this would be possible but having had a quick look around the code, I haven't found a way yet. Any help much appreciated!

    • @gameaudioresource6853
      @gameaudioresource6853 2 ปีที่แล้ว

      Apologies for the late reply and thanks for the message Its been a long time since we worked on the cube tutorial, if we remember correctly the Cube game engine has no audio tools to allow the sound designer to add spot emitters around a map without adding new code hooks or tools. The teleporter has been coded to work as a emitter via the model, but that is pretty much all that is available. It would be better to look at our UE4 / Wwise guides as better tools and features to build a full audio environment soundscape

  • @captainminecraftist
    @captainminecraftist 2 ปีที่แล้ว

    Doesnt work anymore. Material doesnt switch

  • @leshalozhkin
    @leshalozhkin 2 ปีที่แล้ว

    Grate! T_U

  • @gab_gallard
    @gab_gallard 2 ปีที่แล้ว

    Hi! I am using Wwise 2021.6 and Unreal 4.26. The sound works but I noticed that I need to go in a certain radius close to the sound in order to hear it. If I am outside of this range - which I don't know how much it, I can't see (no attenuation sphere) is or how to set it up - then the sound disappears (no immediate cut but with a fast decay and what it sounds like a low pass swiping down very fast). Attenuation in Wwise is set to none and inside of Unreal the sound is at full volume with no panning at all times, as long as I am inside of this invisible radius. In this version of Unreal, the "Spatial Audio" setting of the AKAmbientSound actor doesn't have a checkbox anymore, but it contains a checkbox for "Enable Spot Reflectors", that as far as I understand has nothing to do with this radius thing (and I have turned off anyway). Any ideas? Thanks in advance. EDIT: After writing this I noticed that it wasn't a radius. Actually, the sound was going down every time a wall was getting between me and the AKAmbientActor, so basically some terrible occlusion effect. I looked at the details of the object and there was an "Occlusion Refresh Interval" of 0.2. Setting that to 0.0 solved the issue.

  • @leshalozhkin
    @leshalozhkin 2 ปีที่แล้ว

    Cool! Thank u!

    • @tttaka7365
      @tttaka7365 ปีที่แล้ว

      Hello friend,I'm learning this too

  • @malcolmwaters3837
    @malcolmwaters3837 3 ปีที่แล้ว

    Perfect guides, thank you!

  • @kirillmalchenko4453
    @kirillmalchenko4453 3 ปีที่แล้ว

    Thanks!

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    had a question for a long time since I am in this business, why do people like to use _, can we use something else to replace it, for example, if I want to rename something, with the _ I have to rename the whole thing, but if I use - or, I can just simply double click the word I intend to change. The film experts told me that is a habit for some system they will not be able to recognize the " " or other stuff, the _ come with all system, is that still the truth? did you ever meet any case that using " " killing the production? sorry, it might be a silly one, but no one ever explains to me (convince me) why we use _ this inconvenience type and I have to press the 2 keys on my keyboard. just want to know an explanation from all experts I know.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      This is a great question! Underscore instead or space, comes from the early day of game sound design (before Wwise) It very much like when you copy a file link to share a file, if spaces used then sometimes the link will not work correctly. Using underscore ensure there is no path issue to the content referenced. These days software is a bit more forgiving, but still as we all know in this industry, keep consistent, minimize hard to track down / time consuming issues, if there is potential for an issue do what we can to avoid it ;)

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    one more question about the naming convention, because of my limited knowledge about coding, does the capital for the first of each words matters? why we should keep the first of each word in the capital? what is the function of that or it is just a good habit to keep? will it somehow in the feature or in your experience mess with the coding if we don't keep the capital naming?

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Its something that was installed into many long serving game devs, first letter being a capital helps in 2 main ways, quick reading of the file and if abbreviations needed we can use the capitals. A long with your other question regarding file naming. Simply game audio can end up with 1000's or 10'000's of individual files, keeping a consistent file naming from the start of development, will 110% save you hell down the road of development! If working with other audio team embers you all should follow the same naming convention agreed at the start of a project. Again this is the reason why we should all scope the audio content needed before commitment to creation and data pipelines.

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    just want to bring this up, because I just found my note from a long time ago. what kind of format we should follow, if we want to design the audio assets by ourselves, for example, in film, env is stereo or 5.1. 7.1. sfx, vo, fx, fs, foley is commonly used mono, is the game is the same as film audio format?. maybe for your tutorial for 2021 or 2022, you can mention that, again, it is been a while maybe you do mention in the previous video, it just me forgetting things like always...

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      We do not cover linear media, but generally some principles are the same, but others can be different due to the nature of 3D random variables of non-linear media. Wwise (and most game audio engines) allows you to use any format. Wwise = (pretty much every format possible) mono > stereo > 5.1/7.1 > ambi-sonics (multiple choices of orders). Normally ambi-sonics will be used for VR based games. Quick summary of basics but highly depends on the style of game you work on * Environment: stereo > ambisoncis loops + one shot mono/ stereo (depends on distance) * Weapons guns: stereo close and far * Weapons melee: mono close * Entity details (anim tagged) usually all mono (footsteps, vocalisations, etc...) * UI: stereo * Dialogue: generally mono. Push to center speaker for e.g. a game narrator. * Music: Stereo * Cinematics: Stereo * structure / models / props: generally mono, but stereo possible. We've been trying to find time for a new advanced Wwise/ UE4 guide series but we have been thankfully kept very busy. Hopefully at some point we can return to tutorials!

    • @bolisound
      @bolisound 3 ปีที่แล้ว

      @@gameaudioresource6853 thanks for the replies and info, these are very helpful, being busy is a great thing after school, looking forward to see more videos!

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    at this point, my license has only 200 limited, just applied for the new license, thanks for making this, but the hellpig never shows up in my game don't know why)

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the message Regarding Hellpig, Sounds like you may have some install issues or corrupt local data (NOTE: if you are using a later version of Wwise, there could be new bugs introduced that were not in the version this guide was created with) We suggest downloading the cube / Wwise demo again to a different folder location (a fresh project version) then see if you still get the same issue) this means you keep your current version of the Cube demo intact. If the issues continues try contacting Audiokinetic or ask a question on the Wwise social media groups / outlets.

    • @bolisound
      @bolisound 3 ปีที่แล้ว

      @@gameaudioresource6853 thx for the elaborate explanation, I got it fix, I think I made a mistake but luckily I made it happened

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    for some reason when I typing edittex D 50, this line works sometimes and sometimes is not functioning, how did you score the material so quickly? Am I missing something? I have to type the line to change the surface material, this is very painful. Hope I could know more coding stuff...

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the message, we also experienced some issues with the pipeline provided with the project. Highly possible new bugs have been introduced with later Wwise versions too. (such is the way of game development) I think we've mentioned somewhere, that we had to restart the entire project twice because of some iffy moments with this pipeline. Once you get into the flow of the pipeline, you will naturally pickup speed after doing it a few times in a row / a couple of hours. But with a lot of audio data pipelines, pure grit, time and effort is needed to complete certain tasks.

    • @bolisound
      @bolisound 3 ปีที่แล้ว

      @@gameaudioresource6853 sure thing I will, this is the third time to follow it, the first time when I was trying to follow it, it is a bit too much here and there, then the film project come then I drop it. The 2020 made everyone take a break, so I follow it again, why not then I found it getting faster than before I move from chapter 3 to 6, then film projects come then I have to run for ma la. Then at 2021, I finally don't need to worry if I am going to sleep on street next month (not sure about next next month) then I have a little bit of time to refollow it, this time there is way less fatal errors show in the screen. Anyway, this is very useful, it feels like eating meet, not like other tutorial they feed me soup. I think the hardship and practice is the most important thing for improving skills. thanks for making all these. I am sure someone can get a job by following the tutorials.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      @@bolisound No worries and good luck! The cube engine is very primitive, but its good to understand these basic principles as when you move up to modern game engines, e.g. UE4 engine, you have a solid basic to build on.

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    On my end, there is a message with a yellow background on the profile page in wwise, shows - missing material for tech 1soc\064-20e.jpg when I move to a certain area.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      This certainly rings a bell, but it has been a very long time now since we created this guide and do not have access to the original project for this guide series. wwise is telling you that you have not assigned an audio surface type to this material graphic. As highlighted in the video if Wwise highlights a texture missing, go to the maps .csv file, search the missing texture, then add the audio surface type e.g. texturematerial 0 tech 1soc\064-20e.jpg "Metal" save, then retest = hopefully the error is fixed. (obviously ensure you have set up the material types Wwise Switch as shown in another part of this guide series too)

    • @bolisound
      @bolisound 3 ปีที่แล้ว

      @@gameaudioresource6853 thanks for the reply! it is exciting to successfully fix the bug, expecilly I am not a professional coder lol.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Haha, np, well done! This is the beauty of Wwise, we can do things that previously only a programmer could do ;)

  • @Reeve10
    @Reeve10 3 ปีที่แล้ว

    Hi, I can't get that add anim notfiy event showing on my Blueprint

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Hi, apologies its been a long time since we created this guide, This guide mixes UE4 engine audio pipelines and Wwise pipelines together for what was the easiest way to outline the anim tagging pipeline. Firstly ensure you have completed Step 3 as a Add Notify > New Event > note the name of the event you have called it. Then added the new Animnotify to any animation timeline. Then in the Anim BP you should then find the Event name when searching for the same name. If this is not working, when right clicking the BP possibly the Event is hidden, untick the Context Sensitive tick box at the top right of the BP search window. If this is still not working, double check you are using the same versions of Wwise and Unreal 4 that this guide is aimed at (Wwise 2019.1. and Unreal 4.23) Later versions of Wwise can use a brand new implementation pipeline called "Event Based Packaging" which may make this guide obsolete. (Apologies we are unable to verify)

  • @kirillmalchenko4453
    @kirillmalchenko4453 3 ปีที่แล้ว

    Thanks!

  • @AdamFBuchanan
    @AdamFBuchanan 3 ปีที่แล้ว

    So I've got the own perforce and UE4 source code project working. That's all fine. I'm remote and in a small team. But before I do what's in the video, do I now need to integrate WWise into my computer UE4 project? Does it matter that other people in the team might not have WWise?

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the message. Firstly it is always a good idea to have a local copy of the Wwise version used with any project you are working with. You will need to find out if the Wwise exe is on the server or if only the Wwise project files are only on the Perforce server from the team you work with. If the Wwise exe is on the server you will need to open that Wwise exe from the server folder location. If Wwise is not installed in the project yet, then yes you will have to have the local version of Wwise on your local PC (via the Wwise Luancher), so that you can begin the integration of Wwise into the project / submit to the server. If Wwise exe is not added to the server / anyone adding audio will need a local copy of the same Wwise version. However anyone who is not needing to add audio (e.g. artist) they do not need Wwise locally, as they will hear all audio added via Wwise from the WwiseAudio folder (in UE4 Content Browser) as uassets (if you use Event Based Packaging) or you will duplicate Wwise data to the UE4 content browser. So either of the above 2 pipelines allows everyone to hear audio without needing Wwise installed on their local PC's. Hope the above helps progression

    • @AdamFBuchanan
      @AdamFBuchanan 3 ปีที่แล้ว

      @@gameaudioresource6853 such a great reply. Just like your videos. So informative and thorough. Thank you. ❤️

  • @kirillmalchenko4453
    @kirillmalchenko4453 3 ปีที่แล้ว

    Wow, Thanks!

  • @contentuser8821
    @contentuser8821 3 ปีที่แล้ว

    Is there a way how you can duplicate the box triggers without writen a own BP String for the new triggerbox? Bc i got different areas where i need the same string.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the message, apologies for the late response. Quick reply: if for example you were wanting the same model to produce a collision Wwise Event, You could add the collision box to the models BP to trigger the Event. That means when ever the models BP is placed in game it will inherit the triggerbox + Wwise event.

  • @contentuser8821
    @contentuser8821 3 ปีที่แล้ว

    Thank you!

  • @AdamFBuchanan
    @AdamFBuchanan 3 ปีที่แล้ว

    This is great thanks

  • @AdamFBuchanan
    @AdamFBuchanan 3 ปีที่แล้ว

    When in Unreal Engine, My Ak Ambient Sound does not have a 'use spatial audio' tick box. why? im using WWise Integration 2021.1.2.7629.2025. Also, the audio is not switching between audio files. it is simply one of the audio files looping continually. Not switching between the two. Why? Thanks for the video :)

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      This guide series was created with an older version of Wwise, quite a few things have changed with the version of Wwise you are using. Spatial Audio has been almost overhauled in some cases, so there are different options in UE4 As you are using a later version of WWise, id suggest use the latest version of UE4.26 as compat issues could occur with older versions of UE4 You should be able to search AK in the Modes / Actors tab, then drop an "AK Ambient Sound" into the map. Then assign the Wwise Event (a looping sound) Then tick Auto Post. (set occlasion to 0.0 just incase) Save The Wwise Event should then be heard from the emitters location when you play the map (attenuating over distance if you hae attached an Attenuation in Wwise) Switching assets: If a loop is set up under a random container, when the Event is triggered one of the Assets under the Random Container will be picked to play on the emitters location, until the sound is destroyed, basically loops endlessly. E.G. if you had 3 emitters each emitter would randomly pick an asset to loop from the Random Container. Potential all 3 emitters could be the same asset. but you can set an override for that in Wwise with avoid repeating the last X assets.

  • @AdamFBuchanan
    @AdamFBuchanan 3 ปีที่แล้ว

    This doesn't work. I do not have an event option of 'On Actor Begin Overlap'. I have checked through the entire event-collision drop down menu from the mouse right click. What is going on? I am using UE 4.26.2 All i have access to is 'Event ActorBeginOverlap' If i put the 'post event' actor to self then it worked.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the message, when you look for "On Actor Begin Overlap" to come up via BP search, ensure you have the BoxTrigger (placed in the world) selected in the World Outliner tab. you should now have the Actor option as mentioned in the video. Then drag the BoxTrigger from the World Outliner into the Level BP. Use that as your reference instead of "Self" Hook up your Wwise Post Event to the Event name = all should work okay.

  • @david_s1123
    @david_s1123 3 ปีที่แล้ว

    Also remember to delete the red AkEvent notify (7:34), or you will hear the post-event from the new blueprint as well as the default footstep stitch in Wwise. I couldn't figure out why It wasn't working for ages. Thanks for the great tutorials!

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Excellent feedback and thank you for mentioning!

    • @david_s1123
      @david_s1123 3 ปีที่แล้ว

      @@gameaudioresource6853 I have been following your tutorials and am looking for some advice regarding spatial audio. What is the easiest way to assign an early reflection aux bus to animnotify events played from FirstPerson_AnimBP? It seems the only way to assign an ER bus is by using an AkComponent.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      ​@@david_s1123 huge apologies for the late reply. very quick thought of the top of our head. The quickest way is to assign the ER bus in Wwise to the Event associated hierarchy or Parent Actor-mixer folder With the container selected attached to the Event, in the General Settings tab > we should usually tick the Use game-defined aux sends to send a reverb effect via volume placement in the world. However, if you do not select / tick the check box, but instead tick User-Defined Auxiliary Sends (just below it) Then right click one of the O,1,2,3 entries from the list, you can directly assign the hierarchy to always play the content with the Effects BUS active. (any effect will work in this pipeline) but this is a bit of a last resort. Following info we are not sure if the tutorial Wwise version number had the following options, so you may need to update to a later version of Wwise if not. However, if you are wishing to Use the Early Reflection / Wwise Reflect plugin and want global use (kind of the same way as Reverb) you can use Spatial Audio Volumes in UE4. This allows the user to add Reverb, Reflect and a Looping ambience in an UE4 volume. (then control the fade off via Acoustic Portals) Then any sound triggered in the volume will then add the Reflect effect. You can then assign any Reflect BUS into the General settings tab > Early Reflections > Auxiliary Bus. We didnt have time to included anything about Spatial Audio Volumes in the tutorial series, (something we planned if we found time to do an advanced tutorial series) This guide should be okay for the version of Wwise our tutorial series uses www.audiokinetic.com/library/2018.1.11_6987/?source=UE4&id=usingwwisespatialaudio.html If you are using a later version of Wwise / UE4 (a few things have changed) www.audiokinetic.com/library/edge/?source=UE4&id=sa_roomsandportals.html Apologies, Lots of info above, but we hope the info gets on the path towards your goals

    • @david_s1123
      @david_s1123 3 ปีที่แล้ว

      @@gameaudioresource6853 No worries, thanks for getting back to me! This is a great help, Thanks for the advice.

    • @supermazy22
      @supermazy22 2 ปีที่แล้ว

      You are a lifesaver!

  • @frankvega66
    @frankvega66 3 ปีที่แล้ว

    Thanks!

  • @kirillmalchenko4453
    @kirillmalchenko4453 3 ปีที่แล้ว

    Thanks!

  • @Radeo
    @Radeo 3 ปีที่แล้ว

    I went to the website, but there doesn't seem to be any further details about the links which have been removed.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the message Ar, maybe we should remove this old series, We updated the guide series in 2019 The link for this videos guide references can be found here gameaudioresource.com/2019/07/13/chapter-02-scoping-scheduling/ For a full overview of the updated guide series, overview page here gameaudioresource.com/guides/wwise-2019-1-1-cube-demo-audio-implementation-guide-series/

  • @neverknowsbest1717
    @neverknowsbest1717 3 ปีที่แล้ว

    I get an infinite loop error from this

    • @neverknowsbest1717
      @neverknowsbest1717 3 ปีที่แล้ว

      edit no error but now i dont get sound

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      @@neverknowsbest1717 Thanks for the message, With Wwise connected to UE4, then in the Wwise Profiler layout, are you getting any errors or callbacks listed related to the footstep content you have setup locally? (when moving the player character around any map with associated surface types added? )

  • @bolisound
    @bolisound 3 ปีที่แล้ว

    hi guys, could you please update the link below, it seems not working

  • @gombles
    @gombles 3 ปีที่แล้ว

    Very useful info, but delivery is incredibly robotic. Sounds like you reading an ordered list rather than explaining/teaching how to do something.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Thanks for the feedback Sadly due to limited time for this free overview, the dialogue is the vocal version of the written guide, but condensed down into raw pipeline focus, to minimize video length. If we ever get round to creating another guide series of more advanced features we will take the feedback onboard.

    • @gombles
      @gombles 3 ปีที่แล้ว

      @@gameaudioresource6853 that makes total sense yeah, it was super useful to follow the steps just felt very flat, but I really appreciate the time to make these!

    • @malcolmwaters3837
      @malcolmwaters3837 3 ปีที่แล้ว

      Delivery is absolutely perfect. So easy to follow and thorough. Thank you

  • @Solcius123123
    @Solcius123123 3 ปีที่แล้ว

    Thank you works great

  • @alimejiacortes9547
    @alimejiacortes9547 3 ปีที่แล้ว

    Hi, Thanks a lot for this tutorials. I have been struggling with setting up perforce, when I go to the Project Settings the plug in doesn't even appear on workgroup options. Hope you could help me finding out what is going on. Again, thanks.

    • @gameaudioresource6853
      @gameaudioresource6853 3 ปีที่แล้ว

      Sadly Initial Perforce set up is not something we can advise assistance with. Usually when we (sound designers) join a project, UE4 project / binaries will have been uploaded to Perforce which means, you will download the latest project. then only need to connect the Wwise settings as mentioned in our tutorial. The contractor's IT team or producers should be able to supply the connection details needed. Since Wwise introduced Event Based Packaging, it is also recommended to add Source control in UE4 too. (using the same settings Wwise has been set up with)

    • @alimejiacortes9547
      @alimejiacortes9547 3 ปีที่แล้ว

      @@gameaudioresource6853 oh I see. Thanks a lot for your response.