Wwise & Unreal | Adding 3D Audio With Attenuation

  Рет қаралды 8,616

Scott Game Sounds

Scott Game Sounds

4 жыл бұрын

In this video, we're looking at using #Wwise to implement a #3D position based sound effect into an #UnrealEngine project. We use both Unreal's blueprint system to program the audio to start and stop at the location of the actor (or object) that we want to play the audio at, but we also use Wwise's Attenuation system to adjust the volume by distance and the spread (or panning) of the audio too.
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Пікірлер: 40
@alexsound2097
@alexsound2097 3 жыл бұрын
For the bank, What I've heard is that this was an upgrade in Wwise version that wanted to get rid of the bank managing stuff, but They reverted it recently because it was causing bugs on bigger projects. We now have again to select it for now.
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
riiiiiiiiight that would explain it. Thanks for shedding some light on these banks for us Alex. Wwise banks have been confusingme for a while. Hopefully they'll get those bugs fixed in an update soon.
@alexsound2097
@alexsound2097 3 жыл бұрын
@@ScottGameSounds I'm not sure if they fixed it already on the latest version but the goal is clearly to get rid of the soundbank gestion from Wwise to Unreal. Hopefully the need to generate soundbank and load them will be a thing of the past soon enough!
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
@@alexsound2097 I hope so. At the m,oment I find FMOD bank files so much easier to use. Wwise should be just as easy, especially for the calibre of games Wwise is typically used for. I guess we'll see.
@michaelclarke3974
@michaelclarke3974 4 жыл бұрын
Thanks for another top tutorial! Keen to see how this series progresses.
@UltimaRedFireEskimo
@UltimaRedFireEskimo 3 жыл бұрын
I'm going through your channel and this has to be the most user-friendly tutorial series on this subject I've seen yet. You've successfully made an intimidating topic very easy to understand, especially for folks like me who come from the music/sound design world. Thank you x100 dude
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
Oh wow! Thats such a nice comment to read. Thanks so much Daniel! Really happy to hear that you found them so helpful. Hope you have a great day
@Lylie7
@Lylie7 4 жыл бұрын
Thank you! This helps a lot! Don't stop doing this videos :3
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
Thanks a lot Marie! Sorry I haven't uploaded in a while, things have been a little bit busy for my currently, I'll try to get some more Wwise and UE stuff up soon!
@GrandpaTheobald
@GrandpaTheobald 4 жыл бұрын
I'll watch it, but putting a big like already :)
@OfficiallyArtic
@OfficiallyArtic 4 жыл бұрын
This is awesome man! Really been helping me!
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
Brilliant! Great to hear that you found it useful Artic. Thanks for the comment and I hope you enjoy the rest of your sunday :)
@OfficiallyArtic
@OfficiallyArtic 4 жыл бұрын
@@ScottGameSoundsThank you so much man, You too!!
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
Your awesome. Thank you. More videos on Wwise and Unreal please.
@burnsy1993
@burnsy1993 4 жыл бұрын
This is class, thanks for the great content
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
No problem Nathan, glad you found it so helpful. Thanks for the comment!
@SFLogicNinja
@SFLogicNinja 4 жыл бұрын
Excellent video. Thanks!
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
You are so welcome sflogicninja!
@airmetalhead6907
@airmetalhead6907 3 жыл бұрын
Thank you very much!
@olivert4648
@olivert4648 2 жыл бұрын
Man, THANK YOU. I'm working on an upcoming game and we just switched to Wwise in the middle of development. I used wwise before many times and attenuation worked fine. Although i was using Unity. And in Unreal it just didn't want to work. I only had to set the distance to 4000 and it works like a charm now! THANK YOU!
@ScottGameSounds
@ScottGameSounds 2 жыл бұрын
No worries Oliver. Really happy to hear that you found the video helpful in your game
@bumbanilotpal
@bumbanilotpal 3 жыл бұрын
you made me believe i can also use wwise ..., you are a gem..
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
No you're a gem Nilotpal! Great to hear you're finding the Wwise/UE4 vids helpful!
@mappeof3400
@mappeof3400 4 жыл бұрын
Thank you!
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
No problem Mappe Of, thanks for your comment, it really helps me out!
@miguelalexandresimoesneves8660
@miguelalexandresimoesneves8660 2 жыл бұрын
I don't know if you approach this further in the videos, but what about attenuation when there is an object in front? Is there a way to make the event identify it or would it be necessary to use a raycast set up?
@karanpratapsingh5022
@karanpratapsingh5022 4 жыл бұрын
Great content as usual! Any plans to do a wwise and unity series in the future? The official wwise unity tutorials are very boring and don't explain things properly.
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
mmmm, I'm not too sure. I don't have any plans as of yet for Wwise with Unity. If more people ask for it I could. But right now I want to tackle a lot of topics for using Wwise with Unreal, that way I'll have content on my channel for FMOD, Wwise, Unity and Unreal. Thanks a lot for the suggestion Karan and your support. Really appreciate that and I'll keep Wwise and Unity in mind.
@warrenrousseau4601
@warrenrousseau4601 4 жыл бұрын
Karan, i'm not sure if this is too late but Audio Kinetic have the 301 course. The content is all free. It's a full tutorial guide working through everything you need to work Wwise within Unity. It's very useful and a great course. Check it out on audio kinetic website.
@kaingagame4351
@kaingagame4351 3 жыл бұрын
0:59 Casually has audio file "Baby_Death" haha! I'd like to know, is it necessary to add the "Set Occlusion Refresh Interval" for every sound event?
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
hahahaha I forgot about that. For the record that is not a recording of myself killing a baby. It was just me screaming with the pitch raised. Anyway, yes I believe you do have to refresh the occlusion for every event.
@liammitchell1177
@liammitchell1177 Жыл бұрын
Often when I generate the soundbank in Wwise and Unreal it doesn't update in Unreal. After generating a few more times, refreshing and just poking around it fixes itself. Is there something I am missing?
@luigitasso1894
@luigitasso1894 2 жыл бұрын
When I try to generate sound data in Unreal, I get an error message saying "Unable to generate Soundbanks. Please ensure your Sound Data folder does not contain Unreal Assets. It should only contain Soundbank files." I don't understand what folder it's talking about. Any ideas?
@amichai345
@amichai345 4 жыл бұрын
Hi! actually you do need to assign an AK event to a bank, I think that you have some kind of a bug. anyway I think that its absurd because UE4 should know where the event is coming from, like in Unity
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
Well when I lasted tested it, my events would not play without being assigned to a bank. But seeing as I didn't need to in this video, perhaps not. I'm going to give it another test and be sure to share what I find in a future video. And I agree with you Amichai, it did seem like a bug.
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
Oh it looks like you're right Amichai. You definitely need an AudioKinetic Bank asset in your Unreal project, named the same as your bank in Wwise and generated, but after that you don't need to tell the AudioKinetic events in Unreal which event they belong to, they already know. Thanks for pointing that out to me!!!
@amichai345
@amichai345 4 жыл бұрын
@@ScottGameSounds You are welcome! Recently I'm trying to learn Wwise-UE4 myself, its a hard nut to crack! waiting for more of your videos :) Thank you so much for everything you have posted so far!
@reginaldarmah2381
@reginaldarmah2381 3 жыл бұрын
Let's say am making a battle Royal game, how should I implement these theories? Like hearing gun fire and explosion from afar, hearing my own footsteps outside and inside or hearing an enemy footsteps coming closer etc.(you get the point) Am developing a game and would like to implement realistic sound effects.
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
Hey Reginald, thanks for watching the video. That's kind of a hard question to answer as I don't really know how you've built your game. Setting 3d attenuation shouldn't be too dissimilar from what I've shown in this video though. By following these steps, you should be able to make your gun shots sound far away and close by when you need them to be, same for footsteps too. Sorry I can't be more helpful to you. Best of luck with your game.
@reginaldarmah2381
@reginaldarmah2381 3 жыл бұрын
@@ScottGameSounds thanks scott, will dm if I hit any block.
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