Ah, is the series over? I'm still looking forward to the next "Talk More about Sound Caster" video!
@bjrnjacobsen5196 Жыл бұрын
Oh sure. Its not over at all :) Just been slow on making them further. But definitely more caster stuff, music system and using systems for other things than what you'd think they are intended for.
@I-AM-LXL- Жыл бұрын
Haha OK,I am waiting and looking forward!@@bjrnjacobsen5196
@CujoSound5 ай бұрын
@@I-AM-LXL- it's not. I can do that one sure. :)
@ktoleopold2 жыл бұрын
Oh cool! Here comes the Soundcaster :-)
@jonasmemborg419611 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!
@CujoSound11 ай бұрын
You are very welcome Jonas. ;)
@bananaaudio2 жыл бұрын
Just binged this all tonight. Absolutely invaluable info that you're providing! Thank you for these! Tiny bit of feedback, not so much in this video, but it would be great if we could see your shortcuts on-screen when you use them. Things like creating a parent and minimising work units etc. Cheers!
@CujoSound2 жыл бұрын
That's a good idea !!!! Thanks for watching too
@grenderstadiz5612 жыл бұрын
Thank you so much for your helpful videos! It is very inspiring not to feel alone in learning WWISE. Looking forward to new videos!
@geoffaudio2 жыл бұрын
The Audio Designer VFX is pretty damn accurate
@CujoSound2 жыл бұрын
Its the best SFX VFX animation you'll ever se e:D
@yuyingfu64442 жыл бұрын
Thank you so much Bjorn! It's very helpful! Can't wait for your next video!
@ajryangameaudio2 жыл бұрын
Awesome series Bjorn, thanks so much and can't wait for the next one - have been educational bingeing this today! Btw I laughed out loud at the "Audio Designer VFX", very nice XD
@rafaelmanso15 ай бұрын
really good video and series
@cheney72312 жыл бұрын
nice phone lightning
@kevinv66392 жыл бұрын
Thank you! Your videos are awesome and very informative. I appreciate you for sharing your skills as you've helped me a lot in my sound design class. Keep up the great content!
@owencoopersfx2 жыл бұрын
That’s a neat tip👌 using the distance RTPC to also control delay, to simulate speed of sound vs light, makes so much sense once you’ve said it.
@CujoSound2 жыл бұрын
Damn right Owen. haha.
@CujoSound2 жыл бұрын
Its an interesting way of dealing with lots of things - like also for running a switch between the "close" and "distant" version of something, if its a one shot - in that way you can create a much more specific distant version than the close one just filtered.
@owencoopersfx2 жыл бұрын
After watching this video I actually implemented it for gunshot sounds in a project I’m working on to give the shots a bit more variance. So the tails now delay a bit with distance, and there’s whizzybys that play when you’re shot at. Those also are also delayed with distance. Worked out nicely. Thanks again for the tip bro 💪
@owencoopersfx2 жыл бұрын
Also great idea for a tutorial series here to be able to touch on a lot of Wwise topics without needing a game to hook into. Looking forward to some more tips I can steal from you ;)
@CujoSound2 жыл бұрын
@@owencoopersfx thanks. The idea is also to show more than just "here is a random container, it randomizes" and actually give some context.
@КонстантинТолоконников-е3м2 жыл бұрын
Thank you for your work!
@Hysteric_Subjects2 жыл бұрын
Howdy. Just stumbled into the idea of making sound for games as a fun career compared to working the rat race in a major infosec company, as I do now. I am old, like 43 old, and only began making electronic music as a hobby a couple years ago. I like it, but nobody else seems to. Don't care. Making sounds is the most transcendent and meditative thing to me. My wife thinks I am insane. I agree. Convince me to turn away from this madness. Other than that, I subscribed and will be stalking your skillset. Cheers mate.
@CujoSound2 жыл бұрын
Don't ever let her convince you otherwise. Become the rock star you deserve to be. ❤
@lorenzo47082 жыл бұрын
I'm running into a problem. As soon as assign the RTPC_Distance to the ThunderSwitch group, the switches vanish from the ThunderSwitch container. So it doesn't switch between the close and distant random containers. It just plays the default one. and it is not affecting the initial delay as well. What is happening here? Thank you!!
@CujoSound2 жыл бұрын
hmm, that sounds odd. Have you tried making a new one and just hooking it up with the RTPC first, before you assign it to the switch container?
@lorenzo47082 жыл бұрын
@@CujoSound Yes I tried it by myself and following the video again. It didn't work. But I created a new RTPC and set the "Bind to Built-in Parameter" to "None", chose a value between 0 and 1 and it works fine.... So I can make a guess that there's a problem with the "distance" parameter. Maybe something I should adjust in the settings? Though I have no idea..
@rolardnb2 жыл бұрын
Please video with automatics weapon system =) or maybe only for patreons ;-)
@CujoSound2 жыл бұрын
Could be cool yea
@marcusvallgren2 жыл бұрын
Hi Bjorn! Recently started a Wwise project and started to wonder how one uses snapshots(Guess it's states in Wwise) in Wwise? Let's say for instance that I walk into a cave in a game and I want all the sounds from the player, enemies etc to be affected by a reverb. Is there a way to trigger this easily? If I use a switch group for instance that switches between outside ambiance and cave ambiance. Can I set a state (snapshot) that changes the mix to have reverb and have it trigger when I change the switch from 'outside' to 'cave'? Love the videos! Thank you!
@CujoSound2 жыл бұрын
Technically yes you can, but there are probably better solutions to what you need. Like, using the game defined sends to aux channels. Marking the cave with an AkRoom collider and tell it that all in there has a specific reverb. But the state could do as you mention
@marcusvallgren2 жыл бұрын
@@CujoSound I see, thank you! I was thinking about automating the amount of reverb based on how far in the cave the player is, and if I want to do thatI have to use some sort of RTPC that drives the reverb send amount I guess?
@marcusvallgren2 жыл бұрын
I managed to figure out how to automate the amount of reverb with the use of an RTPC! I am working in a 2D game and apparently the AkRoom and AkEnviroment components don't work with 2D games yet. So you can't use game - defined aux sends.
@Mrjononotbono2 жыл бұрын
Ok last comment of the day (I'll start looking like a fucking fan boy 😂). This whole series is incredible. I only started using Wwise about 4 weeks ago (moved from FMOD and currently studying an MFA in game music and audio so I'm trying to get up to speed with Wwise) and I just implemented a load of weapon sounds and ambience switching and was thinking "Yeah, I'm starting to get to grip with this... and now I realise I know nothing. You remind me of what I'm like with Cubase but on Wwise! 😂 If you use Cubase or Nuendo maybe you'd be interested in a touch controller I've been developing called the Jono not Bono Cubase Touch Controller. Its not finished yet for a commercial release but I hope for it to be in the new year. Here's a link to some of its nonsense! Anyway, I'm now gonna have to watch all your videos and get to work practising (and stop commenting on your channel haha)! kzbin.info/www/bejne/n4nWe42ZprSMarM
@CujoSound2 жыл бұрын
lol. no worries. Ask all you want. :)
@CujoSound2 жыл бұрын
and I am a Cubase user - and I am actually looking for a controller.
@JohnTosom2 жыл бұрын
Thanks for this video. I'd like to know how you routing buses and how manage banks (I use Unreal). Have a great day
@CujoSound2 жыл бұрын
In unreal you would eventually just use the new packaging system so banks isn't an issue there any longer, but let's see if I can make an explanation of banks