From the Ashes Music Video
2:54
2 жыл бұрын
2 Hour Album Challenge
2:08:54
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Wwise to Unreal Season 2: Integration
24:31
Unreal music integration with wwise
40:33
Wwise to Unreal Crowd Audio
24:15
5 жыл бұрын
Unreal/Wwise RTPC and Attenuation
14:45
Setting up Wwise for Unreal Engine 4
11:22
Skyrim Sound Replacement
3:35
6 жыл бұрын
Invisible Inc  Sound Replacement
3:11
Everchanging Voyage, Track 5
1:04:13
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Daily Comp then Game SFX Creation!
1:21:43
Daily Comp, then SFX creation.
1:31:09
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Composition LiveStream - 1
1:09:03
7 жыл бұрын
Music and Sound Design Show Reel
3:58
Пікірлер
@astonjamesmusic
@astonjamesmusic 4 ай бұрын
i enjoyed the cat intermission
@renardsound
@renardsound 10 ай бұрын
Great video ! Thanks for the explanations :)
@Solcius123123
@Solcius123123 11 ай бұрын
Worked like a charm thank you
@bobyw4459
@bobyw4459 Жыл бұрын
a portal can attenuate the volume of a sound that is propagating through it?
@brassbgeek
@brassbgeek 11 ай бұрын
Not in Unreal at least. The portal object is used specifically to blend the audio characteristics of the zones the portal is attached to. So if you have two different reverb zones, the portal would blend them together. For attenuation you will need to rely on distance attenuation. If you want something more robust, like the attenuation through walls and the like, you need to get more into the coding of it in order to tell wwise the path you want the sound to take. It is important to note that certain functions of Wwise-specific objects function differently between Unreal and Unity, and unfortunately I am not familiar with Wwise in Unity.
@bobyw4459
@bobyw4459 11 ай бұрын
Thank you for your help,I work with UE5,My current problem is that there is a 3D wind sound wrapped outside the room, but I hope that when I enter the room, the ambient sound will gradually disappear according to the distance from the door, but I seem unable to achieve this now... Do you have any good suggestions? I don't have any ideas@@brassbgeek
@w9w9bc
@w9w9bc Жыл бұрын
Is this test project available for download by any chance? Could you share it with us?
@brassbgeek
@brassbgeek Жыл бұрын
Unfortunately not. The next time I start making tutorial videos again I will be sure to make a github project for it so folks can download it.
@w9w9bc
@w9w9bc Жыл бұрын
@@brassbgeek thank you!
@evadermusic
@evadermusic Жыл бұрын
This was awesome man, the Venga bus intermission at 6:32 got me laughing.
@w9w9bc
@w9w9bc Жыл бұрын
Hi there. Is it possible to share the test project files shown in this video for download?
@worbarry9735
@worbarry9735 Жыл бұрын
is it possible to set a switch when using PostEventAtLocation only seems to work with PostEvent
@worbarry9735
@worbarry9735 Жыл бұрын
some reason wwise made me install a beta version to be able to intagrate with ue5
@jjj9385
@jjj9385 Жыл бұрын
Thank your share~~~i am your Wwise fans~🤩😍~~I found the same problem in Ue5+Wwise that's cant find any switch value in BP set ak switch,when i dont use "Event-Based Packaging” and also can not drag the switch form WwisePicker or WaapiPicker to Ue content😩,so how to fix it? Thank you so much❣🤓.
@alex_opr
@alex_opr Жыл бұрын
Hi! As projects get bigger, wouldn't the wwise events attached to the mesh create some hard to navigate clutter?
@brassbgeek
@brassbgeek Жыл бұрын
Hi! It very well could! I believe it ultimately depends on how you want to handle it. Unfortunately I have not had the opportunity to work within Wwise on a larger project, so I can only speculate.
@DavidArangoValencia
@DavidArangoValencia 2 жыл бұрын
I agree, mistakes are very important for learning and growing! Thank you for sharing!
@giuliobracci4540
@giuliobracci4540 2 жыл бұрын
Great tutorial! Thanks!! Please continue! 🙏🏻
@brassbgeek
@brassbgeek 2 жыл бұрын
I am glad you enjoyed it! I will keep doing these as long as I can :-)
@Hinge45
@Hinge45 2 жыл бұрын
I'm so dumb for this thing but my will to simulate a ray-traced reverb makes me continue.
@brassbgeek
@brassbgeek 2 жыл бұрын
It is really hard! And even what I do in this video doesnt quite cut it. Its good! But not on the level you mention. Keep an eye on this space I plan on starting a new tutorial series using the current renditions of wwise and unreal. Maybe we can get to that point together :-)
@papadev1702
@papadev1702 2 жыл бұрын
My man, you're an absolute hero
@brassbgeek
@brassbgeek 2 жыл бұрын
haha thanks! I am really glad this video has helped you.
@WowPlusWow
@WowPlusWow 2 жыл бұрын
Have you ever had any success packaging the game with Wwise? When I package my game, none of the events play and there's no sound, even though everything works when I play in the editor.
@brassbgeek
@brassbgeek 2 жыл бұрын
Unfortunately all of my experience has been within the engine. I tried packaging the game once during a game jam and also ended up with no sound. I looked into it a little bit at that time and never found any answers. I have been in school since then and haven't needed to look into it further haha. Sorry about that!
@WowPlusWow
@WowPlusWow 2 жыл бұрын
@@brassbgeek 😔
@alvarolopez4773
@alvarolopez4773 2 жыл бұрын
any way to do this in updated versions?
@brassbgeek
@brassbgeek 2 жыл бұрын
Hello! I am sure there is. Unfortunately I have not used any versions past the one in my most recent video (which itself is probably out of date by now). Unfortunately I have not had the time to make updated videos :-(
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
Thanks for all the great videos. Im using AnimNotifys in a third person controller. My problem is that its not switching when im on a non-landscape, like a plane Static Mesh Actor. It works when im on painted landscape. When im a plane static mesh actor it just defaults to the defualt material sound as set in WWise. Any ideas why? Can I use material switches on a static mesh actor?
@brassbgeek
@brassbgeek 3 жыл бұрын
The switches are triggering based on the material that is set on the object in question. In order for a non-default sound to appear (at least the way I have it set up in my tutorials) you need to make sure the surface you are walking on has a material attached, and that material is linked to a surface type in Unreal, as well as a switch in Wwise. If you are using a blank mesh, the default sound will be used because when Unreal is looking at the surface you are walking on, it finds nothing, and so sets the sound to whatever your default is in Wwise. I hope that helps!
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
Awesome! Thank you :)
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
yah! season 2 <3
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
This is great thanks
@cerealexperiments8189
@cerealexperiments8189 3 жыл бұрын
This is my favourite tutorial ever! Love the commentary and the awesome info!
@brassbgeek
@brassbgeek 3 жыл бұрын
I am so glad you enjoyed it! Thank you very much :-)
@kirillmalchenko4453
@kirillmalchenko4453 3 жыл бұрын
Thanks!
@geneuskim310
@geneuskim310 3 жыл бұрын
Hi, I followed you exactly same, but i still got a message 'Akcomponent has been created in the notify. it will be using default values for all properties.'😥
@brassbgeek
@brassbgeek 3 жыл бұрын
Hi there! I am sorry you are having troubles. It has been a while since I looked at this video. The main thing that pops into mind is making sure that you have your AK component attached to the player mesh where the animations are located. It is very easy to have accidentally attached your AK component to, say, the gun mesh, or something like that. I have done that a lot in the past. Let me know if you still have problems after checking that and I will see if I can try and help you further!
@geneuskim310
@geneuskim310 3 жыл бұрын
@@brassbgeek I'm working on 'Event-based Packaging', will this have an effect?
@brassbgeek
@brassbgeek 3 жыл бұрын
@@geneuskim310 I am unsure! The best way to test that would be to create an AK play event set up to trigger on a mouse-click or something similar and see if the footsteps will play in that way. If they do, then my guess would be that is not the problem. However, I have not done event-based packaging before so I could absolutely be wrong on that!
@geneuskim310
@geneuskim310 3 жыл бұрын
@@brassbgeek Thanks for your super kindness... Finally i solve this problem. Event-based packaging actually does not matter this problem. i made an anim notify, which is NOT an anim ak notify, and connect it with ak event IN BLUEPRINT. It worked nicely, and not printed log that 'Akcomponent has been ~~ blah blah'. Thank you!
@chrisjamesgameaudio2468
@chrisjamesgameaudio2468 3 жыл бұрын
Thanks for this. I've been surprised myself at just how little there seems to be out there on this subject. I've got my head around Wwise, I've got my head around UE4. But putting the two together, there doesn't seem to be much documentation. This is the first explanation I have seen on SoundBanks within UE4.
@brassbgeek
@brassbgeek 3 жыл бұрын
I hope you find my videos helpful! I am glad I could provide at least some help :-)
@enrico_carli
@enrico_carli 3 жыл бұрын
thank you for all these wwise/unreal videos, keep it up!!
@justmix106
@justmix106 3 жыл бұрын
I'm able to get the switch to work when walking over meshes with material, but not when walking over the default landscape, it always returns "default" even with different materials. Do you know how to solve this?
@morpex__x
@morpex__x 3 жыл бұрын
Can Wwsie be used in commercial games?
@brassbgeek
@brassbgeek 3 жыл бұрын
It can be! But it isn't free. It ranges in cost based on how big you expect your game to be and how many of the extra bells and whistles you are looking to have. Here is the pricing page for you: www.audiokinetic.com/pricing/
@omnisepher
@omnisepher 4 жыл бұрын
Hey man, I am currently searching for WWise on UE with C++, than Blueprints, do you recommend any source for that? Or is there a documentation represents that, officials docs only covers unity side of functions and goes directly with BPs on UE. As a programmer, working with C++ comes handy to me than BPs.
@brassbgeek
@brassbgeek 4 жыл бұрын
Wow you are right, finding C++ info for this is surprisingly difficult. You have probably already seen this but here is tue info to get started from the audiokinetic website: www.audiokinetic.com/library/edge/?source=UE4&id=using_cpp.html Sorry I couldnt find more for you!
@omnisepher
@omnisepher 4 жыл бұрын
@@brassbgeek Thanks for effort, but as we can see even Audiokinetic didn't care that much :D Well, if I can find some tutorial code around, written in C++, I can try to convert it by looking C# variations. I already asked the same question at Audiokinetic's QnA but no answer so far
@wesleylachance1555
@wesleylachance1555 4 жыл бұрын
I'm not really sure what my issue is. The debug text is showing, though the surface type doesn't seem to always reflect the correct surface, but when I run the profiler in wwise, it only seems to set the value to default.
@brassbgeek
@brassbgeek 4 жыл бұрын
Hi there! Sorry for the delay. I had that issue and it was the most annoyimg problem to figure out. I thought the solution was in this video. There are two different "set switch" nodes and you have to make sure you select the right one when you set up the blueprint otherwise it wont work. Given how long its been, you may have figured it out. If not let me know and I will see if I can put together some screenshota for you to take a look at for how I have this set up
@wesleylachance1555
@wesleylachance1555 3 жыл бұрын
@@brassbgeek thanks for the reply man. I really appreciate the effort! I've tried both nodes and it just seems as though neither are working. I'm feeling like theres some sort of issue with the communication between wwise and unreal.
@wesleylachance1555
@wesleylachance1555 3 жыл бұрын
@@brassbgeek Also I'd like to thank you for making videos on this content. Even though I've been having issues, It helps a ton as someone who wants to use wwise with unreal instead of the unreal engine's built in audio system. I'm wondering if it might just be easier to use unreal's system as there's far more content on that. I'd be curious to know what your thoughts are! Thanks a ton!
@brassbgeek
@brassbgeek 3 жыл бұрын
So from my limited research and experience into Unreal's built in system its clunky and hard to use and is way more limited in its capabilities when compared to wwise and fmod. That being said, if you are not a fan of troubleshooting issues that occur when using 3rd party software, then using Unreal's built in resources are the way to go. They have been trying their best to add more functionality bwcause it seems that they dont like people using wwise or fmod woth their software. So someday it may become super amazing! Until then though I personally prefer wwise with all of its quirks and troubleshooting issues lol.
@wesleylachance1555
@wesleylachance1555 3 жыл бұрын
@@brassbgeek Thanks for the heads up! I'd definitely like to keep using wwise! Just gotta figure out where the issues are with my projects!
@AHJ_x
@AHJ_x 4 жыл бұрын
You Smart Dude !
@brassbgeek
@brassbgeek 4 жыл бұрын
Thank you!
@thismadhope
@thismadhope 4 жыл бұрын
at 11:20 I need to know the name of the node that looks like it has 2 equals signs in it == and probably the node that says current surface thats attached to that, what are these nodes called? cheers
@brassbgeek
@brassbgeek 4 жыл бұрын
Hi so that is an "Equal to" node. I think if you search for the nodes and just type "=" or "equals" you will find it. It is essentially comparing the two inputs and if they are equal to each other, than they return true.In the inputs I have the "get surface type" node which is a material based node that gets what type of surface you are referencing, and the other input is a variable that is listing the surface the character is already walking on. The output is going to a branch node (otherwise known as an "if statement"). If TRUE nothing happens, if FALSE (as in the surface types are different) it moves on to SET (surface type).
@octaviorombola6466
@octaviorombola6466 4 жыл бұрын
Is possible use UE4 in a VIrtual machine like VMware fusion?
@brassbgeek
@brassbgeek 4 жыл бұрын
I personally do not know. I do not use virtual machines. However I did a quick search and came up with this thread which may prove useful to you! www.gamedev.net/forums/topic/688942-using-unreal-engine-4-on-windows-virtual-machine-how-was-it/#:~:text=%2D%20UE4%20engine%20doesn't%20require,the%20newer%20features%20DX10%2B%2C%20GL4%2B.&text=It%20works%20with%20Unity%20quite,VM%20in%20DX9%20compat%20mode.
@octaviorombola6466
@octaviorombola6466 4 жыл бұрын
brassbgeek thank you so much!
@alexisottier5815
@alexisottier5815 4 жыл бұрын
Hello. I just finished the Wwise 101 and 201 learning modules. I need to start learning Unreal. Where would you suggest I start?
@brassbgeek
@brassbgeek 4 жыл бұрын
Unreal has a few decent tutorials on their website that are good enough to at least get you familiar with the interface. Once you have that part down though, I feel their tutorials are very limited. Personally, I would just pick a VERY simple game type that you are interested in making, picking a project package that fits the bill (so the controls and camera are all set up for you already) and then diving right in. Programming using Unreal blueprints is pretty forgiving, the hardest part is knowing WHICH nodes to use (no need to worry about missing a colon anywhere). Once you run into something you aren't sure how to do, Google is your best friend. I have pretty much entirely put together the project in these tutorials using Google. Because of that, can get by pretty well without having to search for anything anymore because I learned how Unreal works by slowly building a project. Learning how Wwise works with Unreal is a little harder. There are some written tutorials available for it, but it requires a ton of experimentation to figure out everything else. That lack of easily-accessible information is why I put these tutorials together. Let me know if you have any other questions!
@MattJSowards
@MattJSowards 4 жыл бұрын
Thank you very much!
@brassbgeek
@brassbgeek 4 жыл бұрын
You are most welcome! I am glad it has been helpful to you :-)
@matiasgibbs251
@matiasgibbs251 4 жыл бұрын
Hi Tim, thanks for the video! Any tips for switching between reverb aux buses? Say that you leave a subway under ground ambience level and enter the next level which is an open space. How would you switch the reverb buses in Wwise? Thank you!
@brassbgeek
@brassbgeek 4 жыл бұрын
Heya! This is done using reverb volumes in Unreal! Each volume has an aux bus attached to it, and you can essentially put these volumes right next to each other with different reverb buses attached to each so that when your character moves from one volume to another, the sounds they make will change. I go over this around the 10 minute mark in this video :-)
@1pmgdrummer
@1pmgdrummer 4 жыл бұрын
Did you have to do anything special to get your events to play in the anim editor? My events will not play from the editor.
@ppakielaflute
@ppakielaflute 4 жыл бұрын
hi Tim , I hope you are well :) I have a question : I dont have licence for Wwise Reflect can I still use the AkTextures in the AkVolumes , would it work ? Somehow if I choose presets or even try to change occlusion of the walls in ue4 nothing happens , so I am just wondering if its possible at all without Wwise Reflect Plugin.... Thanks in advance have a good day cheers :)
@brassbgeek
@brassbgeek 4 жыл бұрын
Hello again Pakiela! Nice to hear from you again. You should be able to use AKVolumes with things like the regular Wwise reverb and whatever other plugins come prebuilt in Wwise. Anything that is an additional plugin (like reflect) requires a special license. For textures I am unsure. Are you talking about acoustic textures? Or some other plugin? Acoustic textures will require the license because they are designed to work with Reflect I am pretty certain. If it is a plugin then you will need to check what the Audiokinetic website states about it.
@ppakielaflute
@ppakielaflute 4 жыл бұрын
@@brassbgeek Hi Tim Thanks for your reply :) Yes I am talking about acoustic textures and I just found out that yes I would need a licence since this are absorbtion reflection values used by the Early reflections generated when using Reflct.... so I am going to try now with blueprints and spline occlusion to workaround it :) thanks again and i hope you are fine-patrycja
@russjohnson1715
@russjohnson1715 4 жыл бұрын
Unreal is so much more long winded than Unity.
@baronvonbeandip
@baronvonbeandip 4 жыл бұрын
You are an absolute lad for providing timestamps! I get all the Wwise stuff but the Unreal side is what I need (since I'm coming from using Unity).
@brassbgeek
@brassbgeek 4 жыл бұрын
I am glad I could help! :-)
@cruxinterfaces
@cruxinterfaces 4 жыл бұрын
I've seen your other videos as well as this one, we also have install videos Thank you for the content
@brassbgeek
@brassbgeek 4 жыл бұрын
I am glad you enjoyed the video. Thanks for watching!
@DiegoJPinto
@DiegoJPinto 4 жыл бұрын
Great series. I ran into a problem on this one. The footstep sounds keep playing the default material instead of switching. I can see that the switch is working in UE4 since the print string is changing the value (1-5), the profiler in Wwise starts with the default surface and no mater which surface I step on the change is always to Wwise object name: 'switch to "default" and Game Object Name: ThirdPersonCharacter_167.AkComponent_0 in the Wwise profiler. I think it's the 'Game Object Name' that should be switching from 1-5 instead of being 0. Switches work fine in Wwise by the way. The only thing I did different (besides that I'm on a 3rd person template) is that I used the starter content materials. I don't think this is remotely related to the problem since all the Physical Materials are set and UE4 is registering the changes but you never know...
@brassbgeek
@brassbgeek 4 жыл бұрын
I remember running into this problem before and it had to do with which switch node I used in Unreal! Took me forever to diagnose. Unreal has 2 different switchnodes you can use and you need to use the correct one (it should be telling you the switch name, not an array number whem the switch occurrs). I cant remember, but I believe one of my more recent videos covers this issue. If you co tinue to run into issues let me know and I will go through my videos to see what I did.
@DiegoJPinto
@DiegoJPinto 4 жыл бұрын
@@brassbgeek Thanks for the quick reply! I just tried the 3 different 'Get Switch' nodes but none of them are working. I'll look at the tutorial again to try to spot something wrong. It might be that since I just followed visually maybe I have a wrong node with the same name (similar to what you mentioned about the 'Get Switch' node) although, it's weird because it's printing the numbers as if it were actually doing something.
@brassbgeek
@brassbgeek 4 жыл бұрын
@@DiegoJPinto Here! Try this video here. If what is happening is what I think it is, I talk about it around the 20 minute mark of this video (after I made some mistakes) kzbin.info/www/bejne/Zoi5i4N-e8qpaMU
@DiegoJPinto
@DiegoJPinto 4 жыл бұрын
​@@brassbgeek I just had time to get back into this, thanks a lot for your patience with the replies. I finally fixed it. It looks like the problem was the converter that was going from the 'Get Surface Type' into the 'Set Switch' node. (The small node that converts the green into pink :p) To fix it, I created a Print String node and and made a connection from the 'In String' input into the "Get Surface' node (instead of going from the "Get Surface' into the print String node, so I just dragged the connection backwards) This created a converter that looks exactly the same but when inspecting it the one that works it says 'Returns user friendly name of enumerator' instead of 'Convert a value type to string'. Very weird, and hopefully I explained it clearly for anyone who runs into the same issue. Feel free to ask any questions if it 's not clear. The only problem I have now with footsteps is that the first footstep of every switch plays the default sound before going in the the right material. Do you have a video on that? Stay safe during the pandemic and thanks again!
@brassbgeek
@brassbgeek 4 жыл бұрын
@@DiegoJPinto That last part kind of sounds like you have the switch occurring AFTER the footstep sound is played as opposed to before. But I can't be certain without seeing what is going on.
@jayjay25136
@jayjay25136 4 жыл бұрын
gold!
@brassbgeek
@brassbgeek 4 жыл бұрын
Thank you! I am glad you enjoyed the video :-)
@AudioBotnik
@AudioBotnik 4 жыл бұрын
Tim I checked out your portfolio. Great Layout and very smooth to tour round, great job.
@brassbgeek
@brassbgeek 4 жыл бұрын
Oh thank you! I am glad you like my website :-)
@OppositeOfReality
@OppositeOfReality 4 жыл бұрын
Helps a lot, thanks!
@brassbgeek
@brassbgeek 4 жыл бұрын
I am glad this video was helpful for you! :-)
@ppakielaflute
@ppakielaflute 4 жыл бұрын
Hey Tim I have a question. I am trying o make a radio situation in game where a player can choose the radiostation and the music plays. I am thinking of using switch container and call different switches. What I am scripting in ue4. it doenst really work i get no sound ... do you think it woud be a workflow like in footsteps a similar blueprint , or do you have generally a better idea how I could set it up ? thanks in advance
@brassbgeek
@brassbgeek 4 жыл бұрын
Hmm. I am unsure about why you would not be getting audio in the forst place (setting up switches is a little pain in the butt so it could be a number of things.) But for a radio station you may be able to go a little simpler than that. What you could do if you are so inclined is have an event for each radio station that "stops" each station and then "plays" the current one (along with a cool sound to go along with the dial/button/what have you.) When it comes to switches, if I remember correctly, the switch doesnt take effect until the current sound stops playing (which ia different from how states work). So if you used a switch in the middle of a song, the song would keep playing until it was done. If you are using a dial type thing for the radio you could also use rtpc's and a blend container which also opens up some fun sfx options for you.
@angelignace8247
@angelignace8247 4 жыл бұрын
Love
@angelignace8247
@angelignace8247 4 жыл бұрын
Amazing work as always! Keep it up
@brassbgeek
@brassbgeek 4 жыл бұрын
Thank you very much! :-)
@ppakielaflute
@ppakielaflute 4 жыл бұрын
hi Tim question about the acoustic textures , do you mean that there was already a set of acoutsic textures set-up in wwise once the reflect plugin integrated ? I didnt have any pre-sets so sort of need to create every acoustc texture myself... where can I find those settings, or did you design them yourself ? PS:I spam every video of yours :D ...sry for that
@ppakielaflute
@ppakielaflute 4 жыл бұрын
ok, found it - project settings-> import factory assets-> check reflect textures ( if someone else looks for it :)
@brassbgeek
@brassbgeek 4 жыл бұрын
@@ppakielaflute Sorry I didn't get back to you! Heck of a week haha. I am glad you found it! And no worries on the questions, I am more than happy to answer them when I have time :-)
@ppakielaflute
@ppakielaflute 4 жыл бұрын
Hey Tim I have a question: i l have a trigger from game (lets say a light switch in the game ) so I want to set on and off sound for it. How would you set it up in wwise? ( i tried with sequence container where i put on and off sound but it didnt work) ...🧐 :/ or should I do state in wwise and then blueprint to it? Help:((((
@brassbgeek
@brassbgeek 4 жыл бұрын
I need a little bit more info. So I am going to ask a couple of questions, and then answer them both down below. Is it a constant looping sound you are playing? Different looping sounds that play based on the state of the object? Or are you trying to play one-shot sounds that go off based on whether the switch is on or off? Like, playing a high beep to denote you switching something on, and a low beep to denote switching something off? If it is the first, and you have two looping sounds that you want to switch between, then I would use a state. In the game, when you flip the switch, you "set state" to the new state, then in wwise you can either you a switch container that flip flops between the two sounds, or you can have both sounds playing at the same time, and simply adjust the volume when the state switches. In the second case when you have one shot sounds, the best way would be to create two play events in wwise (one for each sound) and in the game, you use an if statement, and a boolean variable to determine which sound plays. So, "if switch is on, play "off" sound, otherwise, play "on" sound". Hopefully that makes sense.
@ppakielaflute
@ppakielaflute 4 жыл бұрын
@@brassbgeek hey Tim, thanks so much. I am going to try it - its a tap water sound so its a loop on off- thanks again !
@brassbgeek
@brassbgeek 4 жыл бұрын
@@ppakielaflute Okay! Well in that case if all you want is for the sound to be on or off, you can have the water sound in wwise set-up to loop continuously. Then when the water is turned on, you use a play event, which will keep going forever until told to stop. When you are ready to stop you can use a stop event. Alternatively if you have multiple loop sources (for different water pressures, and how much the water is turned on) you could use a blend container instead, and use an rtpc to blend between your different tap water loops using a blend track.
@brassbgeek
@brassbgeek 4 жыл бұрын
@@ppakielaflute Also, if you are having troubles getting something to work, feel free to email me with pictures and/or video and I will do what I can to help out! My email is [email protected]
@ppakielaflute
@ppakielaflute 4 жыл бұрын
@@brassbgeek hey yes I am playing around with blend cointainers now thanks ! Just something I have noticed: ue4 doesnt like the infinite loop once played with states - there comes an fatal error so its better to set it up some amount of repetitions:)