Sheltered 2 - Game Audio Talk
29:37
2 жыл бұрын
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@rafaelmanso1
@rafaelmanso1 8 күн бұрын
Very good video, thank you.
@rafaelmanso1
@rafaelmanso1 8 күн бұрын
really good video and series
@cabab
@cabab 11 күн бұрын
why audio sound like pass through a flanger effect🥲
@CujoSound
@CujoSound 11 күн бұрын
@cabab because it was recorded poorly and I didn't know that it was recording through the mic and speakers as well.
@cabab
@cabab 10 күн бұрын
@@CujoSound omg, got it!🤯
@xxHEADSHOTTxx
@xxHEADSHOTTxx 12 күн бұрын
why you speedrunning the tutorial bro like what hotkeys are those🤕
@CujoSound
@CujoSound 12 күн бұрын
@@xxHEADSHOTTxx which ? I mention the ones I use ?
@CujoSound
@CujoSound 12 күн бұрын
But my usual ones are ctrl-shift- and then which browser to look at, so 1 og 2. And ctrl-shift-alt and then R for random parent or A for mixer.
@rafaelmanso1
@rafaelmanso1 23 күн бұрын
Really helpful videos, man. I have learn FMOD first and it was pretty simple compared to Wwise. This is a lot deeper. Thank you!
@NihilQuest
@NihilQuest Ай бұрын
Thank you, having switches change sounds inside a blend container was exactly what I needed and I struggled to find info on how to get this effect.
@CujoSound
@CujoSound Ай бұрын
You are very welcome. :)
@JiaxinSun-dh2tz
@JiaxinSun-dh2tz 2 ай бұрын
Really does like your video! It helps me sssso much!!! BTW does wwise have discord? What is their discord?
@CujoSound
@CujoSound 2 ай бұрын
discord.com/invite/VKfu8bsK
@CujoSound
@CujoSound 2 ай бұрын
Thank you
@Njmovies2
@Njmovies2 3 ай бұрын
hey man thanks for the vid. I know its been a while but would you choose this method over a distance probe?
@CujoSound
@CujoSound 3 ай бұрын
I honestly have no idea what that is ? But I probably wouldn't, as this is just to show how to use the rotation of one item on another - and probably not even the best method.
@Njmovies2
@Njmovies2 3 ай бұрын
With a distance probe you can basically assign a game object to have a volume dropoff relative to itself and an emitter but keep the panning relative to the listener (like the camera) you place the distance probe script on the main listener and choose which game object acts as the probe. It's a default Ak script in Unity. Just wondering if that method has any drawbacks compared to this ^^
@CujoSound
@CujoSound 3 ай бұрын
@Njmovies2 ah. Right. That could work, though that would mean all emitters should have that, or at least 3d emitters. But that does work from the description. But rotating the listener on the other hand also changes how the listener filtering works. There could be something there.
@jasminacarevic
@jasminacarevic 3 ай бұрын
This is cool! In which real example game situation would you choose to use it?
@CujoSound
@CujoSound 3 ай бұрын
If you have one event that comes in, say - thunder storm and you need to have completely different logic on 4-5 different types then instead of 4-5 events, you only need one. If you use callbacks, you can tell the engine back which of the versions it was and do something with that. It's not so much that it can't be done in other ways, it's about that it's possible. Also, if you at the end of your Music track for something specific, want to randomize which music track comes next, then trigger your randomize event, randomize 4 events which sets a state, that state determines what the next music piece is. It brings in a lot of logic options that you would otherwise have to do on the engine side and still parse state, switch, rtpc or other things back into wwise. Keeping it on the wwise side can make it a lot easier to navigate for the sound designer.
@jasminacarevic
@jasminacarevic 3 ай бұрын
@@CujoSound Thank you! Got it. It opens up many cool stuff to try instead of coding... Do you rather choose this way or the engine side in a case when both options work?
@CujoSound
@CujoSound 3 ай бұрын
@@jasminacarevic I prefer to keep as much as possible in the engine - to avoid cluttering of Wwise as such, but there is a lot of situations where there is only one hook to a thing and no information about it really- so randomization on the wwise side is the way forward. You can randomize as much as you like in containers, but that would be a massive one time event if it was to randomly pick containers too. This could also be events that randomize states and such as I mentioned before, it doesn't have to do much. But, the question: engine side if possible.
@jasminacarevic
@jasminacarevic 3 ай бұрын
@@CujoSound Got it. Thank you! 🤍
@alexandrelunardellimusic
@alexandrelunardellimusic 3 ай бұрын
Amazing content, brother!
@user-uc9zz3cd2t
@user-uc9zz3cd2t 4 ай бұрын
Hope you dont mind me asking, is this still relevant? I'm a noob that wants to learn coding but not sure how quickly things move on.
@CujoSound
@CujoSound 4 ай бұрын
Sure. For a simple collider collision this is definitely still valid
@MarcoLlano-pd2sh
@MarcoLlano-pd2sh 4 ай бұрын
Cool Idea. I understand than then you need to replace the gunshot impact with the Blend Container?
@CujoSound
@CujoSound 4 ай бұрын
Yea, that will give you an idea of what distance value you'd need when setting attenuation when you set the gunshot impact back.
@arpitshakya9309
@arpitshakya9309 4 ай бұрын
Hi cujo , Have been watching your Wwise seise and other game audio tutorial a lot!!!. as an beginner in Wwise your videos help me understand Wwise in a very simplistic way!!! Question - Can you make a detail overview on Game - HiFi rush , explaining how the Audio mechanism work ? thank you so much 🥰
@CujoSound
@CujoSound 4 ай бұрын
Never actually played that one, but I can give it a go :)
@ILIKESCIFI
@ILIKESCIFI 5 ай бұрын
Nice one thx! Do you maybe know if they used Fmod or Wwise or any other tool for the sound design?
@CujoSound
@CujoSound 5 ай бұрын
They don't - Rockstar have some in-house system. To my knowledge and rumored to be quite text based, spreadsheet like for lots of things, but that could be their older system though.
@ILIKESCIFI
@ILIKESCIFI 5 ай бұрын
@@CujoSound Oh wow... I was afraid that its like that. Thank you for your infos though! The sound of GTA 5 / Online and RDR2 is just perfect. Also thank you for your other videos!
@yumesekai773
@yumesekai773 5 ай бұрын
Thanks for sharing your story, Bjørn, I come from China, and our AAA Game development is just beginning. I hope that in the future, I can persist like you and achieve my dream
@CujoSound
@CujoSound 5 ай бұрын
Hoping the best for you :)
@victorhime-flutumusic8342
@victorhime-flutumusic8342 5 ай бұрын
Awesome, thanks!
@addpatternmusic1109
@addpatternmusic1109 5 ай бұрын
Love this content! Thank you
@Joshua_Griffin
@Joshua_Griffin 5 ай бұрын
Would love to see this happen again! Edit: I love how your technique for making things tonal was to use extreme eq curves 😂 I honestly don't think I've seen this in many other places. It's got a great old school sound, compared to all the spectral noise vs tonal / vocoding tools that are popular today
@CujoSound
@CujoSound 5 ай бұрын
For sure. :) I can try to get that going. Would be fun
@Joshua_Griffin
@Joshua_Griffin 5 ай бұрын
I'm going to sign up for your patron again, I wanted to let you know that I'm a big fan of your sounds and I think that all your KZbin work is super helpful 🙂​@@CujoSound
@CujoSound
@CujoSound 5 ай бұрын
@@Joshua_Griffin That's very kind of you :) thank you, so honored that you like the videos.
@PeetSneekes
@PeetSneekes 5 ай бұрын
Such a lovely video. I learned a lot and saved 1500 euros 😅
@CujoSound
@CujoSound 5 ай бұрын
Lol you went for a different one ? :D
@PeetSneekes
@PeetSneekes 5 ай бұрын
@@CujoSound Nah, realized I’d be happy with the mics I already have. 😊
@justindelgado16
@justindelgado16 5 ай бұрын
This has become THE MOST comprehensive and help series on KZbin regarding implementation of Wwise. Thank you so much for this!
@CujoSound
@CujoSound 5 ай бұрын
Thank you so much. :D ❤️❤️❤️
@sineglitch
@sineglitch 5 ай бұрын
How do I get onto your Wwise Discord?
@CujoSound
@CujoSound 5 ай бұрын
discord.com/invite/GkeWmVZ9
@sineglitch
@sineglitch 5 ай бұрын
@@CujoSound Thanks for all the help!
@tamas.bohacs
@tamas.bohacs 6 ай бұрын
I really enjoyed listening to your story, I discovered many parallels with my own life. it was a very nice flashback experience. Even puled out my old photos :) ps: serious, heavy, strict drone pleasing ❤
@CujoSound
@CujoSound 6 ай бұрын
That drone, I've used it so many times, it's always perfect for that kind of vibe. :D
@Joshua_Griffin
@Joshua_Griffin 6 ай бұрын
Fantastic as always! Something that I would love to see a little tutorial on is designing room tones and ambience. I know that you've talked plenty about Darq, but I am still very fascinated with the little details that you used to make that game sound so entertaining!
@CujoSound
@CujoSound 6 ай бұрын
Sure. :)
@sougatachakraborty32
@sougatachakraborty32 6 ай бұрын
Thank you sir
@jonasmemborg4196
@jonasmemborg4196 6 ай бұрын
Been diving into Wwise and Unreal, testing out how to set up various systems and Wwise tools in engine. This was very helpful to get back into the swing of Wwise as it had been a while. I'll buy you a beer when I'm in KBH again sometime. Skål!
@CujoSound
@CujoSound 6 ай бұрын
You are very welcome Jonas. ;)
@sonnyyu386
@sonnyyu386 6 ай бұрын
Should I use Dolby Atmos for CS2?
@CujoSound
@CujoSound 6 ай бұрын
Naa. probably won't help you much - unless you have a Dolby Atmos to Binaural converter in headphones or similar - that might help out, but else 5.1 or 7.1 would be far be enough or even stereo, panning and filtering within the game works quite well I think- do check out the various options in the audio menu, I've played with numerous players who don't seem to fully understand what the settings are.
@sonnyyu386
@sonnyyu386 6 ай бұрын
Ok Got it, but for regular virtual 5.1 and 7.1 I heard that it's not gonna work well on CS2 becuase CS2 uses "simulated surround sound in stereo" and using headphone companie's virtual surround on top of that would make you harder to tell where sounds come from in game since cs2 doesn't have the 5.1 surround option like csgo does. @@CujoSound
@CujoSound
@CujoSound 6 ай бұрын
Just wrote a long reply to this which vanished- sorry. But the game uses system output, so if you have 7.1, it will be 7.1. You have plenty of options to tweak how you want the 3D aspect to be. Adding external manipulation, is something they don't recommend, I would either - on any game. Most gamers I know who have all sorts of gizmos and setups for their audio, usually have no clue what it actually does or how it works - especially when it comes to binaural filtering thinking that this will make stereo into full surround, which it won't
@sonnyyu386
@sonnyyu386 6 ай бұрын
I think the puerpose of virtual surround sound is to widen closed back headphone's soundstage. But if you are rocking wit an audiophile grade open back headphones wit clear & percise imaging such as the ATH R70x HD800S, or LCD GX it probably doesn't need virtual surround since the soundstage itself is already great.@@CujoSound
@98Oskar98
@98Oskar98 6 ай бұрын
Awesome, thanks!
@robloxstudiomodel5262
@robloxstudiomodel5262 6 ай бұрын
pls share my .wem settin plss i need this setting .wem files don't work when you put them in the game's pak folder
@CujoSound
@CujoSound 6 ай бұрын
That depends on if your game needs .wem at all. ? And you shouldn't need to copy them manually
@Nelyafra
@Nelyafra 6 ай бұрын
Yo, is it normal that opening the "Strata Sample 02" just starts opening, rendering and closing a bunch of reaper sessions without any sign of stopping?
@CujoSound
@CujoSound 6 ай бұрын
Uhm. Doesn't sound correct no. But it does render from sub projects and that.
@Nelyafra
@Nelyafra 6 ай бұрын
@@CujoSound So, turns out it works correctly if i open the specific subproject i want instead of the big one, i don't know why though... Weird.
@CujoSound
@CujoSound 6 ай бұрын
@@Nelyafra sounds weird yea
@Nelyafra
@Nelyafra 6 ай бұрын
@@CujoSound Maybe its due to the fact that it's a newer reaper version? i m trying to figure out why, but cant. well anyway, the subprojects are enough for i what i want to use them, so its good
@SimonPressey
@SimonPressey 6 ай бұрын
@@Nelyafra The setting Subproject renderering , accessed by right click on a Project Tab, should be set to "Do not automatically render Subprojects" the Strata documentation outlines this in recommended settings, this is probably the only setting that is Highly Recommended.
@katbwoi
@katbwoi 7 ай бұрын
gamejaming right now and these videos help a ton. its a pity that wwise still doesnt support webgl builds
@CujoSound
@CujoSound 7 ай бұрын
Sounds awesome. Have a great jam
@quincylinder9738
@quincylinder9738 7 ай бұрын
i was giving up hope that this series would continue. Thanks you! Many of the ideas in these videos got me to look quite good when i got an internship at Respawn Entertainment. JUst graduated last may
@flippinmangoose
@flippinmangoose 7 ай бұрын
hi, love all your vids. im trying to replicate this on a model without a rigid body and im having some trouble. The velocity cant be calculated without one but when adding a rigid body it breaks the model and locomotion system entirely. Any ideas? (using the mix and jam pathless gameplay project).
@CujoSound
@CujoSound 7 ай бұрын
Good question, so if there is no rigidbody, then the game doesn't know in "physics" how it is moving and speed, precalculated, but you should be able to do the math manually and just vector math your way out of it .
@flippinmangoose
@flippinmangoose 7 ай бұрын
@@CujoSound thanks for the fast reply, i did exactly that and used characterController instead of rigid body. Simple displacement/time, and then i let AI fix my code :P. I feel like openAI is an insane tool for implementing sound, im afraid of becoming reliant on it for implementation though.
@queenbrina5243
@queenbrina5243 7 ай бұрын
I am working on a project over a few years where I am sampling nearly every possible sound on my old upright - hammering, plucking, bowing, choked strings, tremolos, sound effects, percussion, etc. I have already got 10 patches and 20 or more to come - several gigabytes of data.
@CujoSound
@CujoSound 7 ай бұрын
Sounds awesome. I have also found a new one which I'm planning to record, less smashing though as this one is intact on the string side :)
@saadmemon543
@saadmemon543 8 ай бұрын
Thank you! Amazing stuff.
@pxldj
@pxldj 8 ай бұрын
First time I saw a gameplay video I’ve been very confused about how the VO had no post production or any blend with ambiences, I want to play more and listen more to have a better opinion about it. Thank you for the content!
@bjrnjacobsen5196
@bjrnjacobsen5196 8 ай бұрын
Yea, but from what I heard - its gotten better
@MikkelBarnerJohansen
@MikkelBarnerJohansen 8 ай бұрын
Jeg har først lige fundet dig. Jeg synes det er fuldstændigt gavmildt hvor meget du deler ud af din viden og expertise. Tak skal du have :)
@CujoSound
@CujoSound 8 ай бұрын
Absolut så mange tak, og tak fordi du overhovedet ser kanalen :)
@MikkelBarnerJohansen
@MikkelBarnerJohansen 8 ай бұрын
Jeg fandt dig først fordi jeg tilfældigvis faldt over en video hvor du gav en "masterclass" om lyd i video-spil. Det er super spændene!@@CujoSound
@PROJECT-de9pd
@PROJECT-de9pd 8 ай бұрын
Sir, why talking like Batman?
@CujoSound
@CujoSound 8 ай бұрын
What did the pony say to the doctor??? "I'm a little hoarse"
@iamKASETA
@iamKASETA 8 ай бұрын
Awesome! Thank you so much!
@turboash4155
@turboash4155 8 ай бұрын
Thanks!
@ParaSMG
@ParaSMG 9 ай бұрын
Very cool thanks!
@BmoreGaming
@BmoreGaming 9 ай бұрын
Hey, loving the tutorials! I noticed when you were creating new work units within the Actor-Mixer Hierarchy and Events folders you created them as their own separate work units, but when you created the Generic attenuation folder you made it a child of the default Work Unit. Was this intentional and if so why was this choice made?
@CujoSound
@CujoSound 9 ай бұрын
I usually don't have anything in the default work units, so this is either something I forgot or I moved it later - a wwu should definitely be on its own or under other wwu's - but preferably everything outside the default one.
@BmoreGaming
@BmoreGaming 9 ай бұрын
@@CujoSound Okay great! Thank you for the response!
@Morkrah
@Morkrah 9 ай бұрын
Woohoo! great to see you back with this series pal! look forward to watching :)
@robertengstrand4314
@robertengstrand4314 9 ай бұрын
Great to see another vid! Alltid lika trevligt! 😊🎶
@BmoreGaming
@BmoreGaming 9 ай бұрын
Really appreciate your content! In one of your videos you said you have a discord for Wwise, do you happen to have a link to that discord? It's impossible to get help on the actual Wwise forums.
@CujoSound
@CujoSound 9 ай бұрын
discord.com/invite/pjXnWGr8
@CujoSound
@CujoSound 9 ай бұрын
Wwise discord. For sure :) or the wwise wwitches and wwizards group in Facebook
@BmoreGaming
@BmoreGaming 9 ай бұрын
Awesome thank you! I actually saw the Facebook group recommended on the Wwise forum, so already requested to join, just waiting for approval lol. @@CujoSound
@volodymyrkomar3394
@volodymyrkomar3394 9 ай бұрын
man, thank you for this really simple basic steps! Without info like this people can waste a lot of time before they will understand how it works!
@evancarcaterra1381
@evancarcaterra1381 9 ай бұрын
I love your stuff man! This is so helpful!
@wolwox
@wolwox 9 ай бұрын
So glad to see you back doing this series! Wwise is a tool that deserves high quality dives like this one, with both the nitty-gritty technicals and of course the methodology behind putting it all together. Great stuff as always.
@tomponist
@tomponist 9 ай бұрын
This could not have come at a better time. This series is awesome, and this is a great addition - thanks so much!
@yevheniihryhoriev6870
@yevheniihryhoriev6870 9 ай бұрын
Thanks for your videos! I'm thrilled to have new episodes each time!
@CujoSound
@CujoSound 9 ай бұрын
I'm glad you like them
@CujoSound
@CujoSound 9 ай бұрын
I'll move the webcam next time! so you can actually see the state switching, apologies :)