Wwise & Unreal | How To Implement First Person Footsteps

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  • เผยแพร่เมื่อ 29 ต.ค. 2024

ความคิดเห็น • 46

  • @antrayaudio
    @antrayaudio 3 ปีที่แล้ว +5

    Great stuff. Quick addition to your mention of comments at 45:50 - you can highlight a group of nodes and hit 'C' to quickly create a comment group. Hope this helps someone!

  • @hiddenparad0x657
    @hiddenparad0x657 ปีที่แล้ว

    This is such an underrated channel. Excellent video my friend!

  • @kicoming9302
    @kicoming9302 2 ปีที่แล้ว +1

    I really wanted to start learning a little bit about game programs, which I think it helped me with my game sound design work🤔

  • @metaloldboy
    @metaloldboy 3 ปีที่แล้ว +1

    very very helpful! thx a lot.
    looking forward more wwise-unreal tutorial!!

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว

      Thanks Wade! Hoping to get some out again eventually

  • @KGunasekhar
    @KGunasekhar ปีที่แล้ว

    am on UE5.1 and am not getting the Inputaxis move right on the list to add on the node is there any other function I can add ?

  • @kicoming9302
    @kicoming9302 2 ปีที่แล้ว +1

    Well, in the FPS project I'm in, there's no foot animation. Our programmers put the event to the shaking animation of the gun.🤣

  • @coreymusicman1
    @coreymusicman1 3 ปีที่แล้ว

    I really enjoy your videos. Super informative and entertaining. Thanks!

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว

      No problem Corey, thanks a lot for watching and commenting 😀

  • @kilobarvgd8825
    @kilobarvgd8825 4 ปีที่แล้ว +2

    Hi, Scott! Great tutorial!!! Now waiting for a new video on surface type switch footsteps. Hope you'll do it. Thanks.

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      Ahhhhhh yes that definitley needs to get made at some point. Sorry for not uploading recently Kilobar, things have been a bit busy for me. Hopefully I can get around to it soon though. Thanks a lot for your kind words and your comment. They really mean a lot!!! :)

  • @DustinCrenna
    @DustinCrenna ปีที่แล้ว

    I don't like saying there's a wrong way to do things in game development because there are multiple ways of accomplishing things, but footsteps should never been hooked up on a timer. It's definitely the wrong way to do it and will lead to sync problems and other issues. I guess it doesn't matter if you want to do a hack job of implementing sound on your game, but footsteps should always go on the animations. It will save you time down the road and make it easier for walking/sprinting/crouching cycles and surface detection. You can just use the FirstPerson character included with Unreal and move the arms behind the camera if you don't want them in the frame.

  • @therestoftheowl3938
    @therestoftheowl3938 4 ปีที่แล้ว

    explained beautifully, thanks so much :D

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      No problem! Thanks so much for the comment!

  • @miguelalexandresimoesneves8660
    @miguelalexandresimoesneves8660 2 ปีที่แล้ว

    Hey Scott, I don't know you, but I love you and I hope to work with you one day! I actually applied for a position in Soundcuts, but it seems I'm still too much of a noob ahaha

    • @ScottGameSounds
      @ScottGameSounds  2 ปีที่แล้ว +1

      Hey Miguel. Thanks a lot man, very falltering of you lol. Don't give up even if sound cuts didn't except you this time. Get networking and meeting friends who are also working or trying to work in game audio and keep imporveing your skills and you might surprise yourself!

  • @TheMarnoch21
    @TheMarnoch21 2 ปีที่แล้ว

    Thank you

  • @luigitasso1894
    @luigitasso1894 2 ปีที่แล้ว

    great tutorial! Would it not be possible to assign the footsteps using animnotifies in the animation blueprints? it seems like it would be simpler, like you did for the TPS game

    • @Ryan-tn4gk
      @Ryan-tn4gk 2 ปีที่แล้ว +1

      Hey! yeah, you were right. I saw your comment and then I just went to his other video with the animation blueprint. soooo much easier.

  • @sophiapetridi6631
    @sophiapetridi6631 4 ปีที่แล้ว +1

    Hello , great video, im new in wwise and UE have a problem cant hear the footsteps. I play the game and looking at the same time the blueprint and the data stop before the branch object before the step 4. So something wrong with Wwise ? Cant generate the soundbank? And also i got nothing in the Profiler Layout, Wwise
    .
    Can you help me ? Thank you !

  • @Jamesrmello
    @Jamesrmello 3 ปีที่แล้ว

    GREAT TUTORIAL! I had to make some adjustments because I'm using FMOD in a game jam and there was already an Event Tick in use.
    Just an update to my question below-
    If anyone is working on an existing project where the programmer has already used an Event Tick = use a Sequence Node. I'm using FMOD and not Wwise. For FMOD, in the 4th and final box I used a "Play Event Attached" node where I connected "capsule component" instead of "Post Event" attaching a "Self" node. I skipped the occlusion part, in my game jam there isn't anything occluding the footsteps. Not sure if this is the most elegant solution for FMOD/Sequence Nodes, but it works!
    =========================================
    Question-
    I'm doing a game jam where the programmer(s) already set up systems for picking up objects within the First Person Blueprint. In one of the systems an Event Tick is already present = I cannot put in more than 1 Event Tick in a blueprint. Also, they already have the line order of execution(that white line) going through their systems in the blueprint, looks like i can't take a second line off that. Is there any other way to implement this? I assume the best approach is to just talk to my programmers and explain what I am trying to do to implement the footsteps. Also, I am using FMOD - I assume the only difference in getting this to work with FMOD is that I'd be calling up FMOD Events and not AK Event, etc...

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว

      Hey James, thanks for the comment and thanks for such as nice one too! I've pinned your comment to the top of the comments section under the videos so hopfully people will see it if they have issues with tick events too. Have a good one! p.s. sorry for the late response

    • @janlucsaneaux1915
      @janlucsaneaux1915 3 ปีที่แล้ว

      @James Mello
      There are various ways to do this but it depends on the setup of your project.
      If your game has animations (some FPS' don't have an actual run/walk animation), you can make a custom anim notify that you will place on your animation. This custom anim notify will then call whichever event you'd like it to (Through casting, or an interface).
      Another way to achieve this is by using the Input Axis events (Like the InputAxis MoveForward/MoveRight events shown on this video). These essentially function as a tick due to the game constantly reading the player's input. In the case that you are going with this method, you can simply follow the steps in the video substituting the event tick for your InputAxis Events. You'd preferably add the sounds somewhere after the input calculations.
      P.S.
      You can get delta seconds without the tick event by looking for the node "Get World Delta Seconds"

  • @alessiovigneri9287
    @alessiovigneri9287 4 ปีที่แล้ว

    Thanks for this tutorial Henry! I am now learning to use Wwise and Unreal, I have followed your steps and when I have to add event in Unreal, it won't let me because there is another instance in the Content Browser under the folder Wwise audio/Event. UE adds it automatically. I assumed that I do not have to create another one. When I try to drag the event into the game and press play I do not hear the step! Any help? I am using the latest Wwise and UE4.25 (I don't know if anything changed, but UE looks slightly different). Thanks!!

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      Hey Alessio, sorry for the late response. You can try right clicking on the event and selecting 'refresh'. If there isn't an option their, then try do the same thing for the Sound bank. Alterantively you could try starting again. I know thats a bit of a pain but that has sometimes helped me import Wwise audio into UE before.

  • @navigatingmadness180
    @navigatingmadness180 4 ปีที่แล้ว

    Awesome video. I must admit I feel as though I will never get to grips with this stuff. I have no programming experience and am coming purely from a sound designer perspective, this is really difficult!

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว +2

      Ah well don't give up just yet Jamie! Honestly I was in the exact same position as you with the same background. I couldn't find any help online when trying to learn this stuff, so whenever I did learn something through trial and error, i had to share it! It might just take some time and some focus on the very basics first. I've still got a lot to learn with Wwise and Unreal myself. Thanks a lot for the comment, and I hope these videos make learning this sort of stuff a little easier for you. :)

    • @plantfoodbeats
      @plantfoodbeats 4 ปีที่แล้ว

      @@ScottGameSounds thanks Henry, I'm working my way through a basic Blueprints in Unreal Udemy course now to try and understand the fundamentals a bit better. I'll have to worry about Wwise integration at a later time!

    • @wesleylachance1555
      @wesleylachance1555 4 ปีที่แล้ว +1

      very highly recommend you watch this video: th-cam.com/video/vLnPwxZdW4Y/w-d-xo.html (or there's one from the same youtube on C# if you prefer) going from absolute zero coding knowledge to watching these videos helped me out tremendously. It even helps you picture whats being automatically put into code from UEs blueprints like this one. Once you get the feel for the concepts (even if you don't necessarily feel like you could bang out your own scripts) they can be applied to these blueprints and make you a better sound designer! Hope this helped!

  • @shannenmr
    @shannenmr 3 ปีที่แล้ว

    A comment from someone who has only been studying UE4 for a few weeks, most people say that using Tick in Blueprints is very resource intensive (relatively) and instead suggest using Timers instead... which could also make your code alot simpler since you have alot of custom code to handle your owner timer setup ??

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว

      Sure! Makes sense. If it works and is more resource friendly then that just makes sense. Tahnks for sharing Shannen

  • @plantfoodbeats
    @plantfoodbeats 4 ปีที่แล้ว

    Hey Hebry, could you explain what exactly the timer is doing in the first node grouping? I'm super confused by what exactly is happening between the get timer and set timer? Thanks so much for these videos

    • @wesleylachance1555
      @wesleylachance1555 4 ปีที่แล้ว

      So I'm pretty sure it's just giving reference to the rest of the steps along the process. When he adds the timer to the original tick value, it adds the amount of time between each tick into the "set timer". He's creating a loop that adds back into itself and provides a reference point in that essentially counts each tick to which he can apply to further components in the blueprint. I'm still pretty new to this so that may not be 100% accurate but hope that helps!

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว +1

      yeah spot on wesley!

    • @wesleylachance1555
      @wesleylachance1555 4 ปีที่แล้ว

      @@ScottGameSounds Thanks for the confirmation scott! Loving the content my friend! As somewhat of a noob to the more technical side of things, these sorts of vids help a ton.

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      @@wesleylachance1555 fantastic! I must be doing something right hahaha have a greay day Wesley:)

  • @michaelclarke3974
    @michaelclarke3974 4 ปีที่แล้ว

    Thanks for the helpful video Henry! Just wondering what the pros of this method are over attaching AkEvents to the animation?

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      Well in this example there wasn't really an animation to attach the AkEvent to. Had there been a model of the players legs and feet I probably would have attached it to the animation of those legs walking, because that would have allowed me to tell the event to play at specific frames of the animation. For example I could have told the event to play on the exact frame that the heel of the players foot made contact with the ground. This would have saved me having to use the timer method I did in this video.

    • @ScottGameSounds
      @ScottGameSounds  4 ปีที่แล้ว

      Thanks for the comment by the way Michael. Let me know if that was helpful

    • @michaelclarke3974
      @michaelclarke3974 4 ปีที่แล้ว +1

      @@ScottGameSounds Yeah that makes sense. I only mention it because just before I watched your video I watched this other one where the person attached events to the shoulders bobbing up and down: th-cam.com/video/xU4C0J5Fuvg/w-d-xo.html. I think it's important to know both methods and yours was definitely a helpful intro into blueprint! I guess one benefit of the blueprint approach is that you have the line tracing, so if for whatever reason your character happens to be walking in mid air at least you won't hear footsteps haha

  • @airmetalhead6907
    @airmetalhead6907 3 ปีที่แล้ว

    Thank you very much! But I realized If I press jump without pressing WSAD, I can't hear footsteps after I back to the ground. How to fix it?

    • @ScottGameSounds
      @ScottGameSounds  3 ปีที่แล้ว +1

      Hey Airmetalhead. Glad you liked the video. I'm sorry though, I'm a little confused as to the problem you're experiencing. I designed the blueprint so that you would hear a sound when the player lands back on the ground as that is the sound of them landing. Is that what you meant or did I miss something?

    • @airmetalhead6907
      @airmetalhead6907 3 ปีที่แล้ว

      @@ScottGameSounds Thank you for your answer. So you meant you designed another blueprint for the sound of landing back on the ground?