Thanks man! I am about to prepare assets for switches and footsteps.
@music_story6182 ай бұрын
Thank you for your teaching! I would like to ask why it defaults to the camera position instead of the protagonist itself? Can this setting be adjusted in wwise? It can only be solved using the program part.
@OmnisepherGameSound2 ай бұрын
Hi, probably the reason software/engine doesn't know what the protagonist is for it and Camera is a certain/must object to stick with. You can change the listener to something else as well.
@music_story6182 ай бұрын
@@OmnisepherGameSound I understand~Thank you so much. Your videos are of high quality. If I have any questions during post-production, can I ask you for advice?
@bobbville2 жыл бұрын
🔥🔥🔥🔥🥂🥳
@yoooboiii7311 Жыл бұрын
Thank you for the video, it was informative. I have a question regarding Audio Listening Override; is there a way to employ this without using the Event Tick?
@OmnisepherGameSound Жыл бұрын
Hi, I haven't personally tried but, technically; you can call this function at anytime; but; if you update it by location/rotation; you should update it by every frame. But you can attach to component once, and you can call it once afterwards. Such as Begin Play and Attach to Component will do fine
@x007-w7g Жыл бұрын
So the default audio listence is according to the camera location and rotation? In this video we change it to update by the character location and rotatiton.
@OmnisepherGameSound Жыл бұрын
Yes, it's up to game design mostly, who/what to be listener
@jjj9385 Жыл бұрын
i think maybe character location + camera rotatiton better?🤩
@x007-w7g Жыл бұрын
I don't kown what different between AkAmbient and The actor with a AkComponent to play the background music, How I make choose, can you give me some advices.
@OmnisepherGameSound Жыл бұрын
I'd suggest AkComponent since it derived from Unreal Engine Scene Components and it has WwiseEvent and features available. Such as occlusion and spatiality. Those elements are usually interchangeable. I'll edit this with more 'documentation' informations later on.
@x007-w7g Жыл бұрын
@@OmnisepherGameSound Thanks you, I think you can talk more advance programming architecture using the wwise API, how to manager the huge different kinds of music in game(like using the data table to config the music or the UI for music debuging, the wrapper to manager the music), this kinds of video and course are so scarce.
@x007-w7g Жыл бұрын
@@OmnisepherGameSound I see the project sample "WWIE AUDIO LAB" in Audiokinetic laucher, how I don't know why it do choose to do implement the feature, I stiil have a long way to go.