Submersion | Strata Collection Overview
11:20
Wwise Automotive Overview
2:11
3 ай бұрын
Gore | Strata Collection Trailer
0:31
Gore | Strata Collection Review
14:50
Пікірлер
@MarkaTaylor-y6h
@MarkaTaylor-y6h Күн бұрын
Williams Donald Perez Ronald Garcia Margaret
@MarkaTaylor-y6h
@MarkaTaylor-y6h Күн бұрын
Wilson Angela Moore Donna Lewis Betty
@MarkaTaylor-y6h
@MarkaTaylor-y6h Күн бұрын
White Scott Smith Scott Wilson Eric
@Multitype0
@Multitype0 9 күн бұрын
Looking for Help: I trimmed the magic sound so it begins at around 1.2 seconds, just like in the video. Then I trimmed the Woosh sound so it only included the beginning of the WAV file. But when I hit play, both the Woosh and the Magic sounds are the same! They are both trimmed differently, but they give me the same sound! When I make a change to one, it changes the other too. any advice?
@m.sopunova
@m.sopunova 11 күн бұрын
Why& Why its in mono???
@KordTaylor
@KordTaylor 12 күн бұрын
Great presentation! Thanks you! 👏🏻
@rowegardner9673
@rowegardner9673 17 күн бұрын
One of the best sounding games of recent memory!
@szihu
@szihu 18 күн бұрын
This should be a more frequent series :) It gives awesome insight for people who's never worked on a particular genre before, and is a godsend for beginners without practical experience whatsoever.
@thesyndicatestudios4112
@thesyndicatestudios4112 18 күн бұрын
so cool, this game sounds awesome!
@SoundGuyRoy
@SoundGuyRoy 23 күн бұрын
I've tried making custom BPs using the same components as the Ak Spatial Audio Volume. The surface reflector component doesn't work as expected. Is there a known reason to why the component doesn't work? Is it because of the collision from the parent component doesn't have the same properties as box brush?
@Audiokinetic
@Audiokinetic 18 күн бұрын
Hi there, thank you for your question! The surface reflector component doesn't work in BP. You'll need to use the AkGeometry component instead.
@andrej_novosad
@andrej_novosad 24 күн бұрын
this is gold, thanks so much!
@RafaelAAMerlo
@RafaelAAMerlo 26 күн бұрын
Nice sounds 😊
@aaronbrownsound
@aaronbrownsound 26 күн бұрын
This Wwise up On Air is a gem! Thanks to Harvey and Damien for taking the time for this thorough rundown. Love how you've broken down mixing into Foundation, Micro, Macro, Dynamic categories, how the excel values translated to HDR priority volumes and how you utilized RTPCs to handle HDR by setting the value in one place.
@jordanpedder3233
@jordanpedder3233 27 күн бұрын
Really, really great presentation Harvey! Some fantastic insights from you and CA team, as always! 😎👏
@user-tt4px8mb2c
@user-tt4px8mb2c 28 күн бұрын
mind-blowing video, thank you for your sharing!
@Frost0ne_
@Frost0ne_ Ай бұрын
Merci Guillaume c'était très instructif :)
@LordQiuu
@LordQiuu Ай бұрын
How can I get one of those cat tshirts? <3
@gombles
@gombles Ай бұрын
4 years and loads of updates and this is still the most up to date/comprehensive tutorial for this? Surely this amazing toolset deserves an updated 2024 UE5 tutorial?
@Jimthehumanoid
@Jimthehumanoid Ай бұрын
I struggle to understand the 'emitter with location' if you have attenuation on it. Is the attenuation relative to the actual emitter or is it relative to the virtual location around the emitter? If the latter, how do you control the distance from which the sound can be heard?
@OmegaFoamy
@OmegaFoamy Ай бұрын
Hello! Sorry to ask a question on an old video but I see you recently answered a question here. Just to clarify, when you reach out near the end of prototyping or end of project to see how the budget is looking to extend the license, is that just the time period of working with Wwise within the project or allowing the selling of a project that uses Wwise for a time period? Sorry if that is a goofy question, I just like to clarify any potential miscommunication when looking at a product with a license plan. Secondly, I'm assuming the budget method for the pricing is how much money will be spent on the project, then you pay the flat, one-time amount if you exceed the milestone in spending for a projects development, and in no way reflects profits from sales on the project is that correct?
@Audiokinetic
@Audiokinetic Ай бұрын
Hi there, thank you for your questions! The budget should be what's been spent on the game so far, and what's expected to be spent up until launch. So if a team spends $800K on a prototype, for example (so Pro tier: www.audiokinetic.com/en/wwise/pricing/), but then is seeking $4M to fund the rest of the production, the game really isn't greenlit until they get the commitment on that $4M, and they should consider themselves Premium tier. This way, they also present accurate costs to the publisher/funding partner. As for the 2nd part of your question, the revenues from the game do not contribute to the budget. However, often a game that does better than expected may get continued content development, and that additional development cost may increase the budget to a new tier. We hope that helps! Don't hesitate to ping us at [email protected] should you have any additional licensing model questions!
@RS-jb1lf
@RS-jb1lf Ай бұрын
Cinematic genius brought to video gaming. The game is a masterpiece and this is really insightful. I look forward to Game 3.
@elodie_rakoto.
@elodie_rakoto. Ай бұрын
Hi queen
@Lead_Foot
@Lead_Foot Ай бұрын
I am very happy to see 3d audio support, especially through generic APIs so the user can pick whether they want headphones/speakers or Atmos/DTS/THX/Windows Sonic
@marijncinjee
@marijncinjee Ай бұрын
great, I "undertand" now 😃
@theplaymakerno1
@theplaymakerno1 Ай бұрын
Guys, why don't you have this on your website in one of the most prominent areas. I don't like the fact that I had to Google this to get an idea of how this is done.
@vincentdebons8280
@vincentdebons8280 Ай бұрын
Wow!! Such a huge improvement in the workflow. Bravo Audiokinetic! :)
@alexhaisting
@alexhaisting Ай бұрын
For the new features regarding path smoothing, max reflection path, etc. can these be edited on a per-object basis?
@Audiokinetic
@Audiokinetic Ай бұрын
From the team: "Yes, Path Smoothing can be applied per-object amongst the emitters that have the 'Diffraction and Transmission' property enabled. Max reflection paths, however, is deliberately global. (This is the strength of the feature.) It is the max # of reflections between all emitters, as opposed to each emitter having a max number - you get the most prominent N reflections globally."
@user-dw5vo6wm8k
@user-dw5vo6wm8k Ай бұрын
May I use this license if we are a small indie studio with a development budget of less than 250K but the game is a commercial project and we are going to sell it on Steam?
@Audiokinetic
@Audiokinetic Ай бұрын
That’s right! If you have a budget of under 250,000 USD, you qualify for the free indie license. Just make sure to register your project on our website so that you can access all engine features & unlock the asset limit. You can find a how-to guide here: blog.audiokinetic.com/en/free-wwise-indie-license/
@micheler.3439
@micheler.3439 Ай бұрын
What's with the 'Avoid Repeat' set to 0? I can't do it in a newer version of Wwise, was it modified? It says range from 1 to 999 in 2023, i can't put it to zero...
@pmishraofficial
@pmishraofficial Ай бұрын
Congratulations on 24 years! 🎉
2 ай бұрын
only 2 comments and less than 1k views on this masterclass ? This is pure gold, Robert you are a master !
@AftertouchAudio
@AftertouchAudio 2 ай бұрын
One of the coolest demos I've seen for Strata so far. Extremely powerful.
@abrahamrkj
@abrahamrkj 2 ай бұрын
How do we connect to Dolby renderer for testing?
@Nebulon5000
@Nebulon5000 2 ай бұрын
Great stuff!!! Robert is extremely knowledgeable
@ethanwimsett
@ethanwimsett 2 ай бұрын
Happy that a native macOS app is on the cards
@BattleHVT
@BattleHVT 2 ай бұрын
Hey do u guys have a white version
@MasterIvo
@MasterIvo 2 ай бұрын
Finally found it. I'm working with electric audio waves, also longitudinal, by using electrostatic induction. behaves very similar to sound waves
@andrej_novosad
@andrej_novosad 2 ай бұрын
this was one of the best recent talks, made ton of notes, thanks!
@Tawbzz
@Tawbzz 2 ай бұрын
insane
@tapdapy
@tapdapy 2 ай бұрын
will it ever be possible to turn off (or turn on) the Listener from/into the entire listening space with an editable fade out/in length in such a way that do not turn off/on individual sounds sources for this Listener, but turn the Listener itself off/on inside the complete complex sound scene at a one time...?
@juriehorneman
@juriehorneman 2 ай бұрын
It would be super useful to know WHY it requires Windows. Is there a reason why it couldn't work on Mac?
@juriehorneman
@juriehorneman 2 ай бұрын
Oh, because this uses a speech synthesizer built into Windows, apparently.
@analogmadsound9830
@analogmadsound9830 3 ай бұрын
Would love to see a Native Wwise debugger for UE. Devs outside of audio do not usually have access to the Authoring tool for profiling. Simple read out of Playing Events. Maybe filter by name. Solo Mute and defeats would be a great integration
@maxjohnson808
@maxjohnson808 3 ай бұрын
Awesome talk. Would've loved it if Q&A was kept in the video!
@hectorteyssier3116
@hectorteyssier3116 3 ай бұрын
Yeaaah, long live reverb zones!
@AaronGallant
@AaronGallant 3 ай бұрын
Awesome! Thanks for sharing.
@joannem3051
@joannem3051 3 ай бұрын
Very informative!
@maxjohnson808
@maxjohnson808 3 ай бұрын
Has this been used in any shipped vehicle? I couldn't find anything on Wwise being used at Audi.
@rolardnb
@rolardnb 3 ай бұрын
BTW I'm playing this game right now 🙂
@baumansound
@baumansound 3 ай бұрын
This game sounded incredible! Loved it!!
@DUSKOsound
@DUSKOsound 3 ай бұрын
First 👾🔊