Setting up a AAA Wwise project - Part 6: Setting up base ambience with switches and RTPCs

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Cujo Sound

Cujo Sound

Күн бұрын

Let's create the basis of our ambience system by having just one event - a switch and an RTPC
#wwise #tutorial #gameaudio
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Cujo Sound is a video game audio developing company run by Bjørn Jacobsen.
I have sound designed many video games and this channel is my attempt to create all the content that wasn't there when I started myself.
I discuss game audio development, implementation, asset creation, thoughts, ideas, opinions. Everything from home made simple recordings, over in-engine implementation to massive final productions of cinematics.
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Пікірлер: 29
@jonnydoobs
@jonnydoobs Ай бұрын
preparing for a potential job with this series.. THANK YOU
@CujoSound
@CujoSound Ай бұрын
@@jonnydoobs go get it :)
@koi7946
@koi7946 2 жыл бұрын
plz record more lessons, its very helpful :)))
@RimmCriolle
@RimmCriolle Жыл бұрын
Your stuff is amazing. I just started my first job as junior sound designer at a bigger company and this is exactly what I need to know.
@CujoSound
@CujoSound Жыл бұрын
Best of luck with it and congrats on landing that job :D
@JohnTosom
@JohnTosom 2 жыл бұрын
I need this kind of videos for a long time. Thank you. Waiting for more
@contentuser8821
@contentuser8821 2 жыл бұрын
Thank you so much, cant wait for more!
@anthonyturi
@anthonyturi 2 жыл бұрын
A real gem of a series - thanks for putting these videos together!
@markbergsound
@markbergsound 2 жыл бұрын
Agreed!
@ktoleopold
@ktoleopold 2 жыл бұрын
Thanks a lot Bjørn! Do you use soundcaster sessions to test your systems in wwise?
@CujoSound
@CujoSound 2 жыл бұрын
I use Soundcaster all the time yes
@CujoSound
@CujoSound 2 жыл бұрын
Especially for a system like this
@Mrjononotbono
@Mrjononotbono 2 жыл бұрын
Gonna have to watch all of these at least 50 times 😂
@ktoleopold
@ktoleopold 2 жыл бұрын
Bjørn, one more question :-) Are biome type switches usually called by triggerboxes from game engine?
@CujoSound
@CujoSound 2 жыл бұрын
They could be yea. Like if you have a manually set up audio level or layer, then you could on each trigger box just alter the switch or state instead of firing a new event
@ktoleopold
@ktoleopold 2 жыл бұрын
@@CujoSound thanks!
@davidmiles329
@davidmiles329 2 жыл бұрын
Hi, Bjørn! I am now working on my portfolio project (Unity+Wwise) and could really use your advice. My level is a spaceship (a lot of rooms, corridors, couple of big halls) and a closed ecosystem attached to it(like a giant dome with natural environment under it). Spaceship and dome are connected via tunnel. What is the best way to organize structure of ambience in Wwise (considering I am gonna create diffraction\occlusion system inside of spaceship later using AKRoom and AKAmbient)? Anyway, thank you for this video. Whole series is pure gold.
@CujoSound
@CujoSound 2 жыл бұрын
Would you mind dropping me an email instead ? Whatever at cujo dot dk.
@halyalkarfamily4079
@halyalkarfamily4079 2 жыл бұрын
One question I have is - how much longer a general Ambience track should be? Is 1 minute ok? Or should it be short or long? What's your average duration? Also do you import your samples at 41100 Hz or 48000 Hz? Thank you Cujo sound!! You're a master!!! 🙏🙏👍
@CujoSound
@CujoSound 2 жыл бұрын
I run 48/24, it's the format that I prefer. :) About the length of a track, it should be so that the player who is in it will never experience the experience of it actually looping. One minute is usually what I use. If I have a lot of smaller randomized sounds with the general ambience loop, then it can be much less too
@halyalkarfamily4079
@halyalkarfamily4079 2 жыл бұрын
@@CujoSound Thank you, Thank you, Thank you! 🙇
@nilsheine1002
@nilsheine1002 2 жыл бұрын
Does anyone know how to set up the Blueprints in Unreal for switching between these ambiences and only post that one event?
@CujoSound
@CujoSound 2 жыл бұрын
You'd either need volume boxes across the level to on trigger set the switch or an auto detection to set the switch. Would be the same really
@nilsheine1002
@nilsheine1002 2 жыл бұрын
@@CujoSound thanks for the quick reply! I tried it out but still didn’t get it to work. I have a basic blueprint that just says „on begin - post event (ambience event) Default grassland ambience starts playing as soon as I start the level . Then I have a volume box with another blueprint saying „on actor overlap - setSwitch (forestswitch). What am I missing ? Thanks in advance
@CujoSound
@CujoSound 2 жыл бұрын
@Nils Heine it should set a state, it's a switch container on wwise, but it is switching on state changes
@nilsheine1002
@nilsheine1002 2 жыл бұрын
@@CujoSound but in this video you are switching with switches, right? :D I’m a bit confused now. How can a state set a switch ?
@CujoSound
@CujoSound 2 жыл бұрын
@Nils Heine I'm not, it's a state. On the switch container, you can set on what change it should change. You can select both state groups and switch groups. If you really want it to be a switch, then the switch you set in the BP must have the actor playing the ambient sounds linked as Actor
@giovannigiorgio2262
@giovannigiorgio2262 Жыл бұрын
hi man i need help how i can install Opus ?? there is just pcm and vorbis and adpcm
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