Apologies, game dev naming conventions are a unique entity unto themselves! There has been quite a few guides where a big breath has been taken before saying each event name ;) Keeping consistent naming conventions are key to maintaining a large hierarchy. Also, due to Windows file path length limitations & for quicker viewing, using abbreviated naming convention hugely helps. If you had time to scope the SFX content you need for your map in e.g. excel, its a good idea to list event names in there too. Helps with your Wwise hierarchy when implementing :)
@@gameaudioresource6853 of course I totally agree. It was just not most comfortable to listen to that names in the same tempo as you were explaining things. I would cosider just saying names slightly faster just a tip :) sorry i wasnt clear enough
Thanks for these tutorials, comprehensive Unreal/Wwise implementation resources are so rare! One issue I may have discovered: the Flip Flop blueprint node does not reset itself, so when you exit the house through the 2nd floor door and re-enter through the 1st floor door, the Internal Stop Event for the house will be called twice. This results in a room tone twice as loud, and the events may play out of order unless you reset it by entering and exiting the house on the same floor again. While googling the Flip Flop node I found that most people opt for a boolean instead. Hopefully this helps anyone experiencing the same issue.
Absolutely spot on! Excellent advice and Thank You. The proper way to do the internal / external areas manually would be to use Volumes, but as it was a beginner guide series, we did not want to go too over the top in BP and tech in UE. This was the simplest approach we could think of, but a bit flaky. There will be more from us at some point in the future over viewing proper pipelines and how to use them.
@@gameaudioresource6853 I appreciate the reply, and definitely understand wanting to keep it simple for the scope of the course. I'm glad to hear you are working on more tutorials as well!
Thanks!! Quick comment - at 3:27, should you make the stop event ENV_Internal_House Global and also with a fade time of 1.0? That worked for me, having it set as "game object" didn't seem to stop it, and no fade made it too abrupt.
oh hah the names of the ak events ____ are driving crazy :D
Apologies, game dev naming conventions are a unique entity unto themselves!
There has been quite a few guides where a big breath has been taken before saying each event name ;)
Keeping consistent naming conventions are key to maintaining a large hierarchy.
Also, due to Windows file path length limitations & for quicker viewing, using abbreviated naming convention hugely helps.
If you had time to scope the SFX content you need for your map in e.g. excel, its a good idea to list event names in there too. Helps with your Wwise hierarchy when implementing :)
@@gameaudioresource6853 of course I totally agree. It was just not most comfortable to listen to that names in the same tempo as you were explaining things. I would cosider just saying names slightly faster just a tip :) sorry i wasnt clear enough
Thanks for these tutorials, comprehensive Unreal/Wwise implementation resources are so rare!
One issue I may have discovered: the Flip Flop blueprint node does not reset itself, so when you exit the house through the 2nd floor door and re-enter through the 1st floor door, the Internal Stop Event for the house will be called twice. This results in a room tone twice as loud, and the events may play out of order unless you reset it by entering and exiting the house on the same floor again.
While googling the Flip Flop node I found that most people opt for a boolean instead. Hopefully this helps anyone experiencing the same issue.
Absolutely spot on!
Excellent advice and Thank You.
The proper way to do the internal / external areas manually would be to use Volumes, but as it was a beginner guide series, we did not want to go too over the top in BP and tech in UE. This was the simplest approach we could think of, but a bit flaky.
There will be more from us at some point in the future over viewing proper pipelines and how to use them.
@@gameaudioresource6853 I appreciate the reply, and definitely understand wanting to keep it simple for the scope of the course. I'm glad to hear you are working on more tutorials as well!
Nice underscore tutorial underscore thankk underscore you
Thanks, man! You've saved my day.
Excellent, glad to hear the guide helped & thanks for the comment
Thanks!! Quick comment - at 3:27, should you make the stop event ENV_Internal_House Global and also with a fade time of 1.0? That worked for me, having it set as "game object" didn't seem to stop it, and no fade made it too abrupt.
Yes setting it as "game object" doesn't stop it apparently