Wwise & Unreal | How To Create Basic Reverb Zones

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  • เผยแพร่เมื่อ 25 ส.ค. 2024

ความคิดเห็น • 20

  • @daviderocconi_sounds
    @daviderocconi_sounds 3 หลายเดือนก่อน

    Man I hope you're living your best life, thank you so much for all the work you did, you're helping me sooo much :D

  • @jonathangrover3176
    @jonathangrover3176 3 ปีที่แล้ว +2

    Helpful, well-made, concise, great overall. Keep up the great work

  • @mees6642
    @mees6642 ปีที่แล้ว +1

    thank you

  • @blankspace0000
    @blankspace0000 3 ปีที่แล้ว

    thanks for making these videos! big 'preesh

  • @milko49
    @milko49 4 ปีที่แล้ว +1

    Nice vid mate, perfect!, Any chance you could do a video on ambience switching implementation on unreal

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว +1

      Hey Milko, thanks for the great idea! I'll make a note of it and try and get round to it in the near future.

  • @nikolajdehaan
    @nikolajdehaan 3 ปีที่แล้ว

    Thanks you Henry - hope you make something about the advanced reverbs!

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว +1

      Thanks! I need to dive into Wwise and UE again, it's been so long haha.

    • @nikolajdehaan
      @nikolajdehaan 3 ปีที่แล้ว +1

      @@ScottGameSounds I'm starting my first Unreal+Wwise project, so these are great :D

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว

      @@nikolajdehaan oh wow, good luck with that man. Drop me a message on twitter some time and we'll have a catch up. Hope you're doing well!

  • @mattparkinson3954
    @mattparkinson3954 4 ปีที่แล้ว +1

    Hi Scott, been following the series and im loving all the videos you are doing.. keep up the good work! I think i was late to stumble on your videos and have created all my sound assets inside of Unreal Engine. I'm just curious, considering i've set up my footstep audio and all the gun audio inside of unreal do you know if its at all possible to send these to the same Wwise auxillary bus' or will i have to create the events inside Wwise in order for this to work? Cheers.

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      Hey matt. Thanks for the lovely comment. Unfortunately as far as I'm aware, you would have to recreate the events inside of Wwise. Theres no way to transfer them. Best of luck 👍

  • @angelignace8247
    @angelignace8247 4 ปีที่แล้ว

    Perfect mate!

  • @LineageView
    @LineageView 2 ปีที่แล้ว +1

    Hey Scott! Was revisiting this, and was wondering do you have any tutorials on reverb occlusion and how to make sounds more muffled when there are walls in the way of the sounds?

  • @milko49
    @milko49 2 ปีที่แล้ว

    is there a way you can call these reverb volumes from a blueprint

  • @captainminecraftist
    @captainminecraftist 2 ปีที่แล้ว

    Quick question if you have a sec: If you wanted to have outside sounds muffled, could you put an audio volume about the same dimentions as the ak reverb zone? That won't cause any issues right?

  • @sambird7359
    @sambird7359 4 ปีที่แล้ว +1

    is there a way to have the reverb transition be based upon distance rather than a timed fade in/out (i don't know too many places in our reality where reverb fades in/out based on time and not location)?

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      Yes absolutely. So to fade it out over distance, you'd need to use attenuation. You'd need to create a parameter in Wwise to control the level of the verb over distance. I made a video where we looked at doing this with volume over distance with Wwise and Unreal for a specific event. Maybe that might help you: th-cam.com/video/lOP0seni1DY/w-d-xo.html

  • @OkaToka
    @OkaToka 3 ปีที่แล้ว

    Do matter I do it just doesn't send the signal to the bus from unreal..

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว

      Sorry Dmity, I don't quite understand your comment.