The Wwise Project Adventure
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The Wwise Project Adventure AHandbookforCreatingInteractiveAudioUsing Wwise Damian Kastbauer 2014.1.1 The Wwise Project Adventure The Wwise Project Adventure AHandbookforCreatingInteractiveAudioUsingWwise Damian Kastbauer Wwise 2014.1.1 Build 5179 Copyright © 2014 Audiokinetic, Inc. All rights reserved. Patents pending Wwise is a product of Audiokinetic, Inc.. This document is supplied as a guide for the Wwise® product. This guide and the software that it describes is furnished under license and may not be duplicated, reproduced, modified, stored or transmitted, in whole or in part, in any form or by any means, other than as expressly permitted by the terms of such license or with the prior written permission of Audiokinetic, Inc.. The content of this guide is furnished for information purposes only, and its content and all features and specifications referred to therein are subject to change without notice. Reasonable care has been taken in preparing the information contained in this document, however, Audiokinetic, Inc.. disclaims all representations, warranties and conditions, whether express, implied or arising out of usage of trade or course of dealing, concerning this guide and assumes no responsibility or liability for any losses or damages of any kind arising out of the use of this guide or of any error or inaccuracy it may contain, even if Audiokinetic, Inc.. has been advised of the possibility of such loss or damage. This guide is protected by Canadian copyright law and in other jurisdictions by virtue of international copyright treaties. Wwise® is a registered trade-mark of Audiokinetic, Inc.. Actor-mixer, Master-Mixer, SoundFrame, Soundcaster, Randomizer are all trademarks of Audiokinetic, Inc.. All other trademarks, trade names or company names referenced herein are the property of their respective owners. 2 Table of Contents The Adventure Begins .............................................................................................. ix 1. Setting the Ambient Stage ..................................................................................... 1 Overview ............................................................................................................ 2 Building the Foundation .................................................................................. 3 Importing Audio Files .............................................................................. 3 Setting Up a Looping Sound .................................................................... 6 Adding Detail to a Developing Soundscape ............................................ 11 Randomizing Properties ................................................................. 11 Using the Blend Container to Combine Sounds ............................ 13 Weighted Randomization Using the Silence Plug-in ...................... 13 Randomized Positioning of Sounds ............................................... 15 Creating the Combined Daytime Forest Ambient Combination .......................................................................................................... 18 Section Summary ................................................................................... 18 Introduction of a Day and Night Cycle .......................................................... 19 Establishing a Game Parameter .............................................................. 19 Creating the Ambient System ................................................................. 20 Using the Blend Track Editor ................................................................. 20 Setting Container Order within Blend Tracks ........................................ 23 Preparing the Event ................................................................................ 25 Harnessing Event Actions ....................................................................... 26 Creating Work Units .............................................................................. 29 Section Summary .................................................................................... 34 Sound Emitters in the Game World ............................................................... 35 Creating Attenuation ShareSets ............................................................... 35 Creating and Establishing Generalized Attenuations .............................. 36 Subscribing Sound Objects to an Attenuation ........................................ 37 Using Spread as Part of an Attenuation ................................................. 38 Using Low Pass Filter as Part of an Attenuation ..................................... 41 Adjusting Cone Attenuation Properties ................................................. 42 Section Summary ................................................................................... 43 SoundSeed Air -Wind .................................................................................... 44 SoundSeed Wind - Deflectors ................................................................ 46 SoundSeed Wind - Properties ................................................................ 47 SoundSeed Wind - RTPC ....................................................................... 49 Ambient Summary ......................................................................................... 50 Ambient Additional Resources ....................................................................... 51 2. Establishing Character ......................................................................................... 52 Overview .......................................................................................................... 53 Footsteps and Movement - Establishing Needs ............................................... 54 Simple Steps ............................................................................................ 54 Switching System Introduction ....................................................................... 56 iii The Wwise Project Adventure Defining Step Type .................................................................................. 57 Defining Surface Type ............................................................................. 60 Defining Character Type ......................................................................... 62 All Together Now .................................................................................... 63 Movement ........................................................................................................ 64 Defining Armor Type .............................................................................. 64 Creating the Movement Event ................................................................. 65 Character Summary ........................................................................................ 67 Character Additional Resources ...................................................................... 69 3. Preparing for Combat ......................................................................................... 70 Overview .......................................................................................................... 71 Defining Sound Sets for Weapon Types .......................................................... 72 SoundSeed Air - Whoosh ................................................................................ 73 Understanding Impact ..................................................................................... 78 Defining Weapon Type ............................................................................ 78 Weapon Impact System ........................................................................... 79 Attenuations for Player vs. NPC ..................................................................... 81 High Alert ................................................................................................ 81 Listener Considerations ........................................................................... 81 Combat Summary ........................................................................................... 83 Combat Additional Resources ......................................................................... 84 4. Making Magic ...................................................................................................... 85 Overview .......................................................................................................... 86 Summing and Layering with Blend Containers .............................................. 87 Creating Distance-Based Blend Tracks ............................................................ 88 Setting up a Game Parameter ................................................................. 88 Crossfading Between Containers on a Blend Track ................................. 91 Section Summary .................................................................................... 92 Real-Time Parameter Control (RTPC) ............................................................ 93 Using Real-Time Effects .................................................................................. 95 Unleashing Dynamic Synthesis ....................................................................... 99 Wwise Synth One .................................................................................... 99 Modulators ............................................................................................ 103 Modulator LFO .............................................................................