Just wanted to say thanks again. Man. I've been getting Wwise integrated into my video game and today have integrated a foot step system, player speed, weapon fire and weapon reload. Your tips about having test tones are absolutely incredible and can't believe I have never done this before. Saves so much hassle than having to import audio all the time and having an obnoxious sound knowing things are working is perfect! So excited with the progress I'm making! Thanks so much man! You're a legend! :)
pairing these with the wwise tutorials they offer on their website and it's being super consistent learning material for me. really great work. thanks for these videos!
Hey! Thanks so much for these incredibly helpful tutorials. I've followed through all the videos more than once! One question: how did you get that sine wave test beep to loop without popping or artifacts?
Magic editing skills. (It's super annoying, but I made a tone. And manually cut it to its 0 crossing) Actually, I've been meaning to make some templates for this so you don't have to do all that. Once my daughter sleeps today I might be able to quickly do one of those and upload. :)
@@CujoSound Oh that worked for you? Even using Reaper's function for splitting at a zero crossing I still had an artifact on the loop point. But if you have a template that works that would be just fine ;) Thank you!
Man, would there be any chance you could do a video on how to handle dialogue in Wwise? Something that would likely use a dialogue tree system like you would find in a game such as Fallout or Mass Effect. This would be very interesting to see how a pro would deal with this as I know Wwise has a function for dialogue but I've not yet ventured into this!
Thanks for these tutorials. Really helpful for everyone. I'm wondering why do you say that we NEVER put anything in Originals\SFX. What's the issue with that and why do you believe it's important to have a structure inside this folder?
its only important to keep an eye on where the files are - some like to have the originals folder as clean as the hierarchy itself, some even name all the files after the structure so folder names and everything even in the filename. Personally I think if you have a nice structure in naming then you can have everything the originals folder without a problem, but its also nice to know which files belong to where - like player, npc, etc, in case you copy the project over or move files later and need to know exactly what to move in one go instead of marking files manually on a transfer.
Cujo, hello, I would thank You so much! You obviously clear mind with Wwise because, by the way, I use everytime that way in "regulars" DAW ( I know, Wwise is not really a DAW ) i.e. Nuendo, Cubase, Live ( with its restrictions to route ) et cætera ; I mean, the schematic with Tracks, Groups, sub-Groups, Buses, Send Aux, ... This Bleue Print transposed in Wwise. I have lot questions... I wont abuse of your time... I am beginer under Wwise but, I learn it with online certifications.
Yea. Its either all stop events next to each other or the play and stop to a corresponding action next to each other, can't have both. It's fairly annoying. Haha
Amazing tutorials, I didn’t know I had subscribed before. Just one favour… is it possible to slow down your pace a bit. But I enjoy and follow this series. Thank you for the tuts. Right on time. 👌🏾
Hey, loving the tutorials! I noticed when you were creating new work units within the Actor-Mixer Hierarchy and Events folders you created them as their own separate work units, but when you created the Generic attenuation folder you made it a child of the default Work Unit. Was this intentional and if so why was this choice made?
I usually don't have anything in the default work units, so this is either something I forgot or I moved it later - a wwu should definitely be on its own or under other wwu's - but preferably everything outside the default one.
gamejaming right now and these videos help a ton. its a pity that wwise still doesnt support webgl builds
Sounds awesome. Have a great jam
Just wanted to say thanks again. Man. I've been getting Wwise integrated into my video game and today have integrated a foot step system, player speed, weapon fire and weapon reload. Your tips about having test tones are absolutely incredible and can't believe I have never done this before. Saves so much hassle than having to import audio all the time and having an obnoxious sound knowing things are working is perfect! So excited with the progress I'm making! Thanks so much man! You're a legend! :)
pairing these with the wwise tutorials they offer on their website and it's being super consistent learning material for me. really great work. thanks for these videos!
Thanks heaps for watching, glad it's useful
man, thank you for this really simple basic steps! Without info like this people can waste a lot of time before they will understand how it works!
These are great, mate. Your delivery is spot on and easy to follow. Subscribed
Thanks for sharing your knowledge!
omg these tutorials are hyper useful and very well explained
Thank you :)
such a great work! Thanks for doing this!
Hey! Thanks so much for these incredibly helpful tutorials. I've followed through all the videos more than once!
One question: how did you get that sine wave test beep to loop without popping or artifacts?
Magic editing skills. (It's super annoying, but I made a tone. And manually cut it to its 0 crossing)
Actually, I've been meaning to make some templates for this so you don't have to do all that. Once my daughter sleeps today I might be able to quickly do one of those and upload. :)
@@CujoSound Oh that worked for you? Even using Reaper's function for splitting at a zero crossing I still had an artifact on the loop point. But if you have a template that works that would be just fine ;) Thank you!
Man, would there be any chance you could do a video on how to handle dialogue in Wwise? Something that would likely use a dialogue tree system like you would find in a game such as Fallout or Mass Effect. This would be very interesting to see how a pro would deal with this as I know Wwise has a function for dialogue but I've not yet ventured into this!
Thanks for these tutorials. Really helpful for everyone. I'm wondering why do you say that we NEVER put anything in Originals\SFX. What's the issue with that and why do you believe it's important to have a structure inside this folder?
its only important to keep an eye on where the files are - some like to have the originals folder as clean as the hierarchy itself, some even name all the files after the structure so folder names and everything even in the filename.
Personally I think if you have a nice structure in naming then you can have everything the originals folder without a problem, but its also nice to know which files belong to where - like player, npc, etc, in case you copy the project over or move files later and need to know exactly what to move in one go instead of marking files manually on a transfer.
Cujo, hello,
I would thank You so much! You obviously clear mind with Wwise because, by the way, I use everytime that way in "regulars" DAW ( I know, Wwise is not really a DAW ) i.e. Nuendo, Cubase, Live ( with its restrictions to route ) et cætera ; I mean, the schematic with Tracks, Groups, sub-Groups, Buses, Send Aux, ... This Bleue Print transposed in Wwise. I have lot questions... I wont abuse of your time... I am beginer under Wwise but, I learn it with online certifications.
Keeping the "_stop" at the end of your events keeps them sorted next to each other. Makes me sweat seeing them broken up like that 😅
Yea. Its either all stop events next to each other or the play and stop to a corresponding action next to each other, can't have both. It's fairly annoying. Haha
Amazing tutorials, I didn’t know I had subscribed before. Just one favour… is it possible to slow down your pace a bit. But I enjoy and follow this series. Thank you for the tuts. Right on time. 👌🏾
Absolutely, slower pace. Well, ok this series is a little more advanced than previously, but can definitely set it a little lower
And thanks for the feedback.
Hey, loving the tutorials! I noticed when you were creating new work units within the Actor-Mixer Hierarchy and Events folders you created them as their own separate work units, but when you created the Generic attenuation folder you made it a child of the default Work Unit. Was this intentional and if so why was this choice made?
I usually don't have anything in the default work units, so this is either something I forgot or I moved it later - a wwu should definitely be on its own or under other wwu's - but preferably everything outside the default one.
@@CujoSound Okay great! Thank you for the response!
Could you make a video about transition music and custom CUES?
Sure. :) can try
Hi Bjorn, this'll sound silly but could you put a link to download those test beeps? Thanks
Test :)
And sure :)