Hi Tim, thanks for the video! Any tips for switching between reverb aux buses? Say that you leave a subway under ground ambience level and enter the next level which is an open space. How would you switch the reverb buses in Wwise? Thank you!
Heya! This is done using reverb volumes in Unreal! Each volume has an aux bus attached to it, and you can essentially put these volumes right next to each other with different reverb buses attached to each so that when your character moves from one volume to another, the sounds they make will change. I go over this around the 10 minute mark in this video :-)
Hey Tim I have a question. I am trying o make a radio situation in game where a player can choose the radiostation and the music plays. I am thinking of using switch container and call different switches. What I am scripting in ue4. it doenst really work i get no sound ... do you think it woud be a workflow like in footsteps a similar blueprint , or do you have generally a better idea how I could set it up ? thanks in advance
Hmm. I am unsure about why you would not be getting audio in the forst place (setting up switches is a little pain in the butt so it could be a number of things.) But for a radio station you may be able to go a little simpler than that. What you could do if you are so inclined is have an event for each radio station that "stops" each station and then "plays" the current one (along with a cool sound to go along with the dial/button/what have you.) When it comes to switches, if I remember correctly, the switch doesnt take effect until the current sound stops playing (which ia different from how states work). So if you used a switch in the middle of a song, the song would keep playing until it was done. If you are using a dial type thing for the radio you could also use rtpc's and a blend container which also opens up some fun sfx options for you.
Hello Timothy, I have a question that I cant really wrap my head around. I hope you can help me, So, I setup my Reverb Volumes very similar to what you have in your example, however I had this issue where im inside the small Reverb Volume Box contained inside the larger Reverb Volume Box and the source sound is being sent to both wwise aux bus thus is being affected by both aux bus effects at the same time. This makes the inner Reverb Volume Box effect which has a "smaller" reverb to be overpowered by the outer Reverb Volume Box which has a more spacious reverb effect. I setup the priority of the reverb volumes in the way that the inner box has a higher priority, later I reduced the amount of maximum simultaneous reverb volumes to 1 as I thought that it would prevent the other send to be activated. This seems to be working fine but... the question is this: In the scenario where there would be 2 active listeners (2 players) and one player (P1) is inside the smaller box but the other one (P2) is outside of the two boxes, what reverb would P2 will hear being the small inner box has a higher priority?? Would it be the same to post a sound event in the middle of both boxes and just monitor the behavior from the outside of both? I know it sounds little bit confusing and I really hope you can help me figure out this one Thanks in advance!!
Hello! So I have not done anything with multiplayer before. I have not looked into it either and when I have the chance I can take a look at it for you (I imagine the Wwise documentation will help detail this for you). However, as a test what you could do is set up two player-pawns. One in each reverb volume. Then set up a trigger that swaps which listener you are listening from. Then just set up a fire button that plays a sound from one character or the other and listen to how the sound is affected. I did something similar in one of my videos, but without other pawns (just sound sources inside of other reverb volumes). As far as I could tell, it played the reverb for the zone you are in (but I did not do a very thorough job testing it so I can't be certain).
Hi Timothy, thank you for tutorial. I have followed Wwise tutorial blog.audiokinetic.com/-unity-3d/ and watched your video but unfortunate it did not worked. I'm constantly getting message: LogBlueprintUserMessages: [AnimNotify_AkEvent_C_0] WARNING: AkComponent has been created in the notify. It will be using default values for all properties. LogBlueprintUserMessages: [AnimNotify_AkEvent_C_0] WARNING: Should you wish to use different values, please attach an AkComponent to the PlayerPawn_C_0.PawnMesh1P HeroFPP component on the PlayerPawn actor beforehand. Is there a way to fix it :( ?
dude, that helped me so much omg. I'm totally going to watch all of your vids now. Keepitup
Quentin Baudry Thank you very much! I am glad the video helped you. If you have any questions feel free to let me know.
This is great thanks
Thanks!
another great tutorial !
Helps a lot, thanks!
I am glad this video was helpful for you! :-)
Hi Tim, thanks for the video! Any tips for switching between reverb aux buses? Say that you leave a subway under ground ambience level and enter the next level which is an open space. How would you switch the reverb buses in Wwise? Thank you!
Heya! This is done using reverb volumes in Unreal! Each volume has an aux bus attached to it, and you can essentially put these volumes right next to each other with different reverb buses attached to each so that when your character moves from one volume to another, the sounds they make will change. I go over this around the 10 minute mark in this video :-)
Hey Tim I have a question. I am trying o make a radio situation in game where a player can choose the radiostation and the music plays. I am thinking of using switch container and call different switches. What I am scripting in ue4. it doenst really work i get no sound ... do you think it woud be a workflow like in footsteps a similar blueprint , or do you have generally a better idea how I could set it up ? thanks in advance
Hmm. I am unsure about why you would not be getting audio in the forst place (setting up switches is a little pain in the butt so it could be a number of things.)
But for a radio station you may be able to go a little simpler than that. What you could do if you are so inclined is have an event for each radio station that "stops" each station and then "plays" the current one (along with a cool sound to go along with the dial/button/what have you.)
When it comes to switches, if I remember correctly, the switch doesnt take effect until the current sound stops playing (which ia different from how states work). So if you used a switch in the middle of a song, the song would keep playing until it was done.
If you are using a dial type thing for the radio you could also use rtpc's and a blend container which also opens up some fun sfx options for you.
Hello Timothy, I have a question that I cant really wrap my head around. I hope you can help me,
So, I setup my Reverb Volumes very similar to what you have in your example, however I had this issue where im inside the small Reverb Volume Box contained inside the larger Reverb Volume Box and the source sound is being sent to both wwise aux bus thus is being affected by both aux bus effects at the same time. This makes the inner Reverb Volume Box effect which has a "smaller" reverb to be overpowered by the outer Reverb Volume Box which has a more spacious reverb effect.
I setup the priority of the reverb volumes in the way that the inner box has a higher priority, later I reduced the amount of maximum simultaneous reverb volumes to 1 as I thought that it would prevent the other send to be activated.
This seems to be working fine but... the question is this:
In the scenario where there would be 2 active listeners (2 players) and one player (P1) is inside the smaller box but the other one (P2) is outside of the two boxes, what reverb would P2 will hear being the small inner box has a higher priority??
Would it be the same to post a sound event in the middle of both boxes and just monitor the behavior from the outside of both?
I know it sounds little bit confusing and I really hope you can help me figure out this one
Thanks in advance!!
Hello! So I have not done anything with multiplayer before. I have not looked into it either and when I have the chance I can take a look at it for you (I imagine the Wwise documentation will help detail this for you).
However, as a test what you could do is set up two player-pawns. One in each reverb volume. Then set up a trigger that swaps which listener you are listening from. Then just set up a fire button that plays a sound from one character or the other and listen to how the sound is affected.
I did something similar in one of my videos, but without other pawns (just sound sources inside of other reverb volumes). As far as I could tell, it played the reverb for the zone you are in (but I did not do a very thorough job testing it so I can't be certain).
@@brassbgeek thank you so much! i will do more rnd and test the two player pawns~
thanks man, really useful!
You are most welcome! I am glad the video was helpful :-)
Hi Timothy, thank you for tutorial. I have followed Wwise tutorial blog.audiokinetic.com/-unity-3d/ and watched your video but unfortunate it did not worked. I'm constantly getting message:
LogBlueprintUserMessages: [AnimNotify_AkEvent_C_0] WARNING: AkComponent has been created in the notify. It will be using default values for all properties.
LogBlueprintUserMessages: [AnimNotify_AkEvent_C_0] WARNING: Should you wish to use different values, please attach an AkComponent to the PlayerPawn_C_0.PawnMesh1P HeroFPP component on the PlayerPawn actor beforehand.
Is there a way to fix it :( ?
Hey , did you ever figure out the issue? I'm getting that same "please attach an AkComponent to the PlayerPawn_C_0.PawnMesh1P" issue