Love that you're doing this. I feel like the realism of textures/graphics has reached a point of being nearly indistinguishable from reality while gravity/animation and audio need work. I can always tell when ambient noise (birds and crickets) don't change as I move through a forest that looks real. You shouldn't hear the same cricket everywhere you go which is very distracting. Well done.
Looking at this blueprints rundown makes me really doubt myself, since I'm really just starting out and focused on Wwise, let alone Unreal Scripting. Probably there's 100s of hours ahead of me to try doing something like this myself without frustrating over stuff I don't understand. Regardless, this is so awesome, and I hope that more Game Audio tutorials (possibly other than Phaseplant) are on the way :)
Thank you for the kind words, and I can totally understand that you feel that way if you starting out with Wwise. 5 years ago, software like FMOD and Wwise where a total mystery to me, let alone game engines. But skills develop over time, and I think it's important to give it that time and enjoy the journey.
@@basbertrandgameaudio3838 Definitely true! I'm trying to get the most satisfaction even out of the most basic stuff I'm building right now, and keeping my distance to hours spent on failures and misery, because it's never as simple as it seems ^^
Bro, the ambience sounds you've created are really pleasant. I'm curious if the UE project for this game is available publicly. I'd like to give it a try as well.
@@basbertrandgameaudio3838 Yeah, since it is going be lots of spawns and destroy based on the player distance, instead setting up an object pool maybe like 10 or 20 based on how many sound actors normally spawns near the player, than circle through them to avoid spawning and destroying.
Wow great video, can i ask how did you sample a point from the river curve when you compared it with your player location? a brief explanation would be enough :)
Absolutely. First you need to access the spline itself. If you're using a waterbody, you can target the spline component from there. From there you can call the function "Find Location Closest To World location". That requires a vector input; the location of your character. So if you get player character, and call the function get world location, you get the vector data of your player character. The output of Find Location Closest To World Location should be the closest location, and now you can update the location of whatever needs to be on that spline, in this case that's an Ak Ambient Sound Actor. If you pause the video at exactly 7:03 you can see how it's done
Such a great work! Thanks!
Love that you're doing this. I feel like the realism of textures/graphics has reached a point of being nearly indistinguishable from reality while gravity/animation and audio need work. I can always tell when ambient noise (birds and crickets) don't change as I move through a forest that looks real. You shouldn't hear the same cricket everywhere you go which is very distracting. Well done.
Looking at this blueprints rundown makes me really doubt myself, since I'm really just starting out and focused on Wwise, let alone Unreal Scripting. Probably there's 100s of hours ahead of me to try doing something like this myself without frustrating over stuff I don't understand.
Regardless, this is so awesome, and I hope that more Game Audio tutorials (possibly other than Phaseplant) are on the way :)
Thank you for the kind words, and I can totally understand that you feel that way if you starting out with Wwise. 5 years ago, software like FMOD and Wwise where a total mystery to me, let alone game engines. But skills develop over time, and I think it's important to give it that time and enjoy the journey.
@@basbertrandgameaudio3838 Definitely true! I'm trying to get the most satisfaction even out of the most basic stuff I'm building right now, and keeping my distance to hours spent on failures and misery, because it's never as simple as it seems ^^
This is fascinating! So responsive and detailed!
Really cool! Love these types of environmental details ❤️
Bro, the ambience sounds you've created are really pleasant. I'm curious if the UE project for this game is available publicly. I'd like to give it a try as well.
Wow! Really cool, thank you for sharing!
Sick! This is so cool!
great work I learned a lot
Great recap, thanks!
awesome work!
Very interesting video!
it sounds great Bas ! good environments systems
Great! this is what make video game from good to great! Adding object pool will even be better for the performance.
Thanks! Can you elaborate, I'm curious. You mean having an object pool for all spawnable actors instead of spawning them and adding them to a list?
@@basbertrandgameaudio3838 Yeah, since it is going be lots of spawns and destroy based on the player distance, instead setting up an object pool maybe like 10 or 20 based on how many sound actors normally spawns near the player, than circle through them to avoid spawning and destroying.
@@ehlingard Yes good point! I will take this with me when I'm getting back to this system, thanks!
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Wow great video, can i ask how did you sample a point from the river curve when you compared it with your player location? a brief explanation would be enough :)
Absolutely. First you need to access the spline itself. If you're using a waterbody, you can target the spline component from there. From there you can call the function "Find Location Closest To World location". That requires a vector input; the location of your character. So if you get player character, and call the function get world location, you get the vector data of your player character. The output of Find Location Closest To World Location should be the closest location, and now you can update the location of whatever needs to be on that spline, in this case that's an Ak Ambient Sound Actor.
If you pause the video at exactly 7:03 you can see how it's done
Oh that makes sense, thanks!@@basbertrandgameaudio3838