@@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
@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
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
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.
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!!! 🙏🙏👍
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
absolute legend
preparing for a potential job with this series.. THANK YOU
@@jonnydoobs go get it :)
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.
Best of luck with it and congrats on landing that job :D
I need this kind of videos for a long time. Thank you.
Waiting for more
plz record more lessons, its very helpful :)))
A real gem of a series - thanks for putting these videos together!
Agreed!
Thank you so much, cant wait for more!
Thanks a lot Bjørn! Do you use soundcaster sessions to test your systems in wwise?
I use Soundcaster all the time yes
Especially for a system like this
Gonna have to watch all of these at least 50 times 😂
Does anyone know how to set up the Blueprints in Unreal for switching between these ambiences and only post that one event?
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
@@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
@Nils Heine it should set a state, it's a switch container on wwise, but it is switching on state changes
@@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 ?
@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
hi man i need help how i can install Opus ?? there is just pcm and vorbis and adpcm
Bjørn, one more question :-) Are biome type switches usually called by triggerboxes from game engine?
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
@@CujoSound thanks!
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.
Would you mind dropping me an email instead ? Whatever at cujo dot dk.
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!!! 🙏🙏👍
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
@@CujoSound Thank you, Thank you, Thank you! 🙇