Wwise Unreal - Chapter 03B: Environment - 3D Emitter Ambience V2

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  • เผยแพร่เมื่อ 23 ม.ค. 2025

ความคิดเห็น • 7

  • @black_shark3312
    @black_shark3312 10 หลายเดือนก่อน +1

    I understand that there might've been quite a few changes since this version (I've only been using UE5), but I don't see the function of your 'Stop' events, neither here nor in your previous video. At what point are they called?

    • @gameaudioresource6853
      @gameaudioresource6853  10 หลายเดือนก่อน +1

      In basic terms the point of a Stop event is to save voice counts from playing unneeded events, but there are many great results gained from using them.
      Its been a long time since this guide was created, we think we were going to utilise Stop Events later on,
      We do go over a Start and Stop Event basic in this guide. but FlipFlop is a not a professional way to do it, just a quick way to demo a basic concept.
      th-cam.com/video/yjzLoXqUizU/w-d-xo.html
      If we find the time, we always hope to do a more in-depth guide.

  • @AdamFBuchanan
    @AdamFBuchanan 3 ปีที่แล้ว +1

    When in Unreal Engine, My Ak Ambient Sound does not have a 'use spatial audio' tick box. why? im using WWise Integration 2021.1.2.7629.2025.
    Also, the audio is not switching between audio files. it is simply one of the audio files looping continually. Not switching between the two. Why?
    Thanks for the video :)

    • @gameaudioresource6853
      @gameaudioresource6853  3 ปีที่แล้ว

      This guide series was created with an older version of Wwise, quite a few things have changed with the version of Wwise you are using.
      Spatial Audio has been almost overhauled in some cases, so there are different options in UE4
      As you are using a later version of WWise, id suggest use the latest version of UE4.26 as compat issues could occur with older versions of UE4
      You should be able to search AK in the Modes / Actors tab, then drop an "AK Ambient Sound" into the map.
      Then assign the Wwise Event (a looping sound)
      Then tick Auto Post.
      (set occlasion to 0.0 just incase)
      Save
      The Wwise Event should then be heard from the emitters location when you play the map (attenuating over distance if you hae attached an Attenuation in Wwise)
      Switching assets: If a loop is set up under a random container, when the Event is triggered one of the Assets under the Random Container will be picked to play on the emitters location, until the sound is destroyed, basically loops endlessly.
      E.G. if you had 3 emitters each emitter would randomly pick an asset to loop from the Random Container. Potential all 3 emitters could be the same asset. but you can set an override for that in Wwise with avoid repeating the last X assets.

  • @sigvardskamelson
    @sigvardskamelson 4 ปีที่แล้ว

    That's probably a super silly question, but I can't find an answer. How do I turn on the visual representation of the ak ambient sound spherical attenuation?

    • @gameaudioresource6853
      @gameaudioresource6853  4 ปีที่แล้ว

      No worries, sometimes a reboot of UE4 helps the attenuation radius to be displayed.
      However as long as the Wwise and the UE4 sound banks are generated / up to date and Wwise is connected to the UE4 editor, you should see the radius around an emitter.

    • @chirag.machhar
      @chirag.machhar 3 ปีที่แล้ว +3

      Okay so I had similar trouble in getting the attenuation sphere to be seen around the AkAmbientSound! After some digging around and a google search, I found the following solution on the Audiokinetic community
      "You should generate the SoundBank metadata files in your Wwise project.
      1. In Wwise, go to Project > Project Settings
      2. Select the SoundBanks tab
      3. Check the "Generate Per Bank Metadata file" checkbox
      4. Check the "Generate JSON Metadata" checkbox
      5. Under "Metadata options", check the "Max attenuation" checkbox
      Re-generate your SoundBanks from Unreal, and the spheres should show up (in the Editor, but not in PIE mode)."
      In addition don't forget to save your Wwise project as well. This definitely worked for me!