Wwise Unreal - Chapter 03F: Environment - Waterfall V2

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  • เผยแพร่เมื่อ 23 ม.ค. 2025

ความคิดเห็น • 9

  • @mattparkinson3954
    @mattparkinson3954 4 ปีที่แล้ว

    Thank-you very much for these video's, they have helped me out a great deal! I appreciate your efforts :)

    • @gameaudioresource6853
      @gameaudioresource6853  4 ปีที่แล้ว +1

      Huge thank you for the message, awesome to hear the tutorials have helped :)

  • @yuyang6651
    @yuyang6651 2 ปีที่แล้ว +1

    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!

  • @revivalsoundstudios6796
    @revivalsoundstudios6796 4 ปีที่แล้ว +1

    Great tutorials!!!!!!!! I need help though, suddenly my wwise wont play newly imported audio. I put the waterfall audio in. All other sounds work, except anything new? Sometimes if I build or change a setting they play and then they suddenly stop working again. Any idea?

    • @gameaudioresource6853
      @gameaudioresource6853  4 ปีที่แล้ว

      Thank you for the message,
      Off the top of our heads, a few quick things to check ( point 1 sounds like the issue)
      1. Double check you have ticked the loop tick box on each looping SFX assets.
      2. Have you set any limitations. If so uncap/turn off the limitations in the advanced settings tab.
      3. Have you hit your free license limit of 200 assets in the Wwise project?
      4. Check in-game Wwise profiler, is the event is firing correctly or being stopped? + see if the Master output bus metre is visually displaying any output of just the content, even when the sound is silent - maybe a sound card issue
      We hope the above info gets you up and running again :)

  • @jeremyneroes4714
    @jeremyneroes4714 4 ปีที่แล้ว

    I'm having a problem where the waterfall is playing through out map and ignoring my attenuation settings. :(

    • @jeremyneroes4714
      @jeremyneroes4714 4 ปีที่แล้ว +1

      Fixed that issue now I have an issue where I clearly see the waterfall but I can't hear even if I'm inside the attenuation sphere.

    • @gameaudioresource6853
      @gameaudioresource6853  4 ปีที่แล้ว

      ​@@jeremyneroes4714 Glad to hear you are making progression!
      First issue sounds like an attenuations may not have been associated to the Actor-Mixer hierarchy
      For the unable to hear emitter, double check the emitters UE4 details:
      On the AK Ambient sound (waterfall emitter) in the WorldOutliner > Details tab, there will be an occlusion option default set to 0.2.
      set that setting to 0.0 (basically turning occlusion off for that emitter)
      Also in the Details tab ensure you have AK Ambient Sound > AutoPost tickbox - ticked (this ensures the emitter will auto start playing when the map begins)