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.
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 👍
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?
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?
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)?
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
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
Helpful, well-made, concise, great overall. Keep up the great work
thank you
thanks for making these videos! big 'preesh
Nice vid mate, perfect!, Any chance you could do a video on ambience switching implementation on unreal
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.
Thanks you Henry - hope you make something about the advanced reverbs!
Thanks! I need to dive into Wwise and UE again, it's been so long haha.
@@ScottGameSounds I'm starting my first Unreal+Wwise project, so these are great :D
@@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!
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.
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 👍
Perfect mate!
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?
is there a way you can call these reverb volumes from a blueprint
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?
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)?
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
Do matter I do it just doesn't send the signal to the bus from unreal..
Sorry Dmity, I don't quite understand your comment.