Wwise to Unreal Season 2: Integration

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  • เผยแพร่เมื่อ 7 ม.ค. 2025

ความคิดเห็น • 14

  • @AudioBotnik
    @AudioBotnik 5 ปีที่แล้ว +1

    Another great video to learn from. Thanks Tim.

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      Thank you! I am glad this video has been helpful.

  • @AdamFBuchanan
    @AdamFBuchanan 3 ปีที่แล้ว

    yah! season 2

  • @AudioBotnik
    @AudioBotnik 5 ปีที่แล้ว

    Tim I checked out your portfolio. Great Layout and very smooth to tour round, great job.

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      Oh thank you! I am glad you like my website :-)

  • @finfamous2546
    @finfamous2546 5 ปีที่แล้ว

    Fantastic!

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      Thank you! I am glad you think so :-D

  • @srgttamtam
    @srgttamtam 5 ปีที่แล้ว

    thx bud. this is just what I needed

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      You are most welcome! If you have any questions, feel free to let me know.

    • @srgttamtam
      @srgttamtam 5 ปีที่แล้ว

      @@brassbgeek I actually do. It s not 100% on topic of this video, but maybe it s an idea for a future one. I ve been a sounddesigner for quite some time, but I m pretty new when it comes to game dev, so sorry if this is a dumb question.
      So I tried to set this up some days ago, just in UE without Wwise, and it didn t work sadly.
      When U have a gun fired, or a loud asset in a scene, you obv. wanna have different attenuation layers, so the sound is different depending on the distance to the player.
      When I tried to set this up I found myself not getting how to do the following: Trigger all sounds at the same time,
      sync longer sounds like an engine running, so the transition is seemless. Is there a good way to set this up properly?
      I hope u can understand what I m meaning to say. Thx in advance for ur help :)

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      @@srgttamtam send me an email at timothyadan@gmail.com woth your question. I am busy for most of the day today so I will answer you tomorrow! :-)

    • @brassbgeek
      @brassbgeek  5 ปีที่แล้ว

      @@srgttamtam Okay. I have not been able to get a decent test going yet. But I did check it out to make sure I give you the right info. Using your engine example, what you want to do is create a sound cue, and drop all of your sounds in it. create a crossfade node to plug your sounds into, and from there to the output node. Then in your blueprint, you use your float parameters to update the crossfade parameter in your sound cue. In case my explanation here is confusing, I found a decent explanation online here: answers.unrealengine.com/questions/56392/crossfade-by-param-node.html

    • @srgttamtam
      @srgttamtam 5 ปีที่แล้ว

      @@brassbgeek Oh man, you re absolutely awesome, thank you so much.