Setting up a AAA Wwise project - Part 6: Setting up base ambience with switches and RTPCs

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  • เผยแพร่เมื่อ 25 ส.ค. 2024
  • Let's create the basis of our ambience system by having just one event - a switch and an RTPC
    #wwise #tutorial #gameaudio
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    Cujo Sound is a video game audio developing company run by Bjørn Jacobsen.
    I have sound designed many video games and this channel is my attempt to create all the content that wasn't there when I started myself.
    I discuss game audio development, implementation, asset creation, thoughts, ideas, opinions. Everything from home made simple recordings, over in-engine implementation to massive final productions of cinematics.
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ความคิดเห็น • 27

  • @koi7946
    @koi7946 2 ปีที่แล้ว +6

    plz record more lessons, its very helpful :)))

  • @RimmCriolle
    @RimmCriolle ปีที่แล้ว +2

    Your stuff is amazing. I just started my first job as junior sound designer at a bigger company and this is exactly what I need to know.

    • @CujoSound
      @CujoSound  ปีที่แล้ว +1

      Best of luck with it and congrats on landing that job :D

  • @anthonyturi
    @anthonyturi 2 ปีที่แล้ว +5

    A real gem of a series - thanks for putting these videos together!

  • @JohnTosom
    @JohnTosom 2 ปีที่แล้ว +3

    I need this kind of videos for a long time. Thank you.
    Waiting for more

  • @contentuser8821
    @contentuser8821 2 ปีที่แล้ว +2

    Thank you so much, cant wait for more!

  • @Mrjononotbono
    @Mrjononotbono ปีที่แล้ว

    Gonna have to watch all of these at least 50 times 😂

  • @ktoleopold
    @ktoleopold 2 ปีที่แล้ว +2

    Thanks a lot Bjørn! Do you use soundcaster sessions to test your systems in wwise?

    • @CujoSound
      @CujoSound  2 ปีที่แล้ว +2

      I use Soundcaster all the time yes

    • @CujoSound
      @CujoSound  2 ปีที่แล้ว +2

      Especially for a system like this

  • @halyalkarfamily4079
    @halyalkarfamily4079 ปีที่แล้ว +2

    One question I have is - how much longer a general Ambience track should be? Is 1 minute ok? Or should it be short or long? What's your average duration?
    Also do you import your samples at 41100 Hz or 48000 Hz?
    Thank you Cujo sound!! You're a master!!! 🙏🙏👍

    • @CujoSound
      @CujoSound  ปีที่แล้ว +2

      I run 48/24, it's the format that I prefer. :)
      About the length of a track, it should be so that the player who is in it will never experience the experience of it actually looping. One minute is usually what I use.
      If I have a lot of smaller randomized sounds with the general ambience loop, then it can be much less too

    • @halyalkarfamily4079
      @halyalkarfamily4079 ปีที่แล้ว

      @@CujoSound Thank you, Thank you, Thank you! 🙇

  • @davidmiles329
    @davidmiles329 2 ปีที่แล้ว +2

    Hi, Bjørn!
    I am now working on my portfolio project (Unity+Wwise) and could really use your advice. My level is a spaceship (a lot of rooms, corridors, couple of big halls) and a closed ecosystem attached to it(like a giant dome with natural environment under it). Spaceship and dome are connected via tunnel. What is the best way to organize structure of ambience in Wwise (considering I am gonna create diffraction\occlusion system inside of spaceship later using AKRoom and AKAmbient)?
    Anyway, thank you for this video. Whole series is pure gold.

    • @CujoSound
      @CujoSound  2 ปีที่แล้ว +1

      Would you mind dropping me an email instead ? Whatever at cujo dot dk.

  • @giovannigiorgio2262
    @giovannigiorgio2262 11 หลายเดือนก่อน

    hi man i need help how i can install Opus ?? there is just pcm and vorbis and adpcm

  • @ktoleopold
    @ktoleopold 2 ปีที่แล้ว +1

    Bjørn, one more question :-) Are biome type switches usually called by triggerboxes from game engine?

    • @CujoSound
      @CujoSound  2 ปีที่แล้ว +2

      They could be yea. Like if you have a manually set up audio level or layer, then you could on each trigger box just alter the switch or state instead of firing a new event

    • @ktoleopold
      @ktoleopold 2 ปีที่แล้ว +1

      @@CujoSound thanks!

  • @nilsheine1002
    @nilsheine1002 ปีที่แล้ว +1

    Does anyone know how to set up the Blueprints in Unreal for switching between these ambiences and only post that one event?

    • @CujoSound
      @CujoSound  ปีที่แล้ว

      You'd either need volume boxes across the level to on trigger set the switch or an auto detection to set the switch. Would be the same really

    • @nilsheine1002
      @nilsheine1002 ปีที่แล้ว +1

      @@CujoSound thanks for the quick reply! I tried it out but still didn’t get it to work. I have a basic blueprint that just says „on begin - post event (ambience event) Default grassland ambience starts playing as soon as I start the level . Then I have a volume box with another blueprint saying „on actor overlap - setSwitch (forestswitch). What am I missing ? Thanks in advance

    • @CujoSound
      @CujoSound  ปีที่แล้ว +1

      @Nils Heine it should set a state, it's a switch container on wwise, but it is switching on state changes

    • @nilsheine1002
      @nilsheine1002 ปีที่แล้ว +1

      @@CujoSound but in this video you are switching with switches, right? :D I’m a bit confused now. How can a state set a switch ?

    • @CujoSound
      @CujoSound  ปีที่แล้ว +1

      @Nils Heine I'm not, it's a state. On the switch container, you can set on what change it should change. You can select both state groups and switch groups.
      If you really want it to be a switch, then the switch you set in the BP must have the actor playing the ambient sounds linked as Actor