UE5 & Wwise: Spline / Path based Audio Occlusion 🔊

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Rhys Anthony

Rhys Anthony

Күн бұрын

Пікірлер: 13
@pmishraofficial
@pmishraofficial 6 ай бұрын
Nicely explained.
@kilroy987
@kilroy987 24 күн бұрын
I was expecting this to play a muffled sound through barriers but play an additional processed sound through openings at the same time. I'm starting to experiment with that in my own code (not Unreal), using convex nodes, with walls and openings. I'll see how it turns out.
@tritonedelta3464
@tritonedelta3464 Жыл бұрын
The publishing rights for Mozart and Beethoven are royalty free, but the recording rights are not. The recording rights belong to whoever owns the master recordings of the performances you are using (often the record label) and will only enter public domain after their copyrights have expired.
@shannenmr
@shannenmr Жыл бұрын
Nice I didn't get a notification of this video earlier, its certainly interesting and would be cool to see if take into account a Physical Material type and maybe applying different effects depending on that + if the sound is above or below... also how does this work / interact with the Portal system in WWISE for doorways etc? Your debugging looks like what they show in the YT video "Tom Clancy’s Rainbow Six Siege - Sound Propagation", have you seen that and what they are doing there and incoporated any of those ideas ?
@gamedesra
@gamedesra Жыл бұрын
I have not had a chance to check out R6 content yet, maybe that is something for the future. In the conclusion I mentioned CSGO and physical materials, which is something I want to explore in another system. Perhaps a later video on this will also include the Wwise portal system with a spatial volume to work alongside it.
@alexkokorin7980
@alexkokorin7980 8 ай бұрын
Thanks for the very interesting video, but there is one thing that I didn't understand. In the Multi line trace by channel node, when selecting trace channel options, you have Wwise occlusion, and when I tried to reproduce this in my project, I didn't find it. Please tell me what needs to be done to make this option appear
@gamedesra
@gamedesra 8 ай бұрын
Hello, this is a custom trace channel defined in the project settings, it does not exist in the engine by default. While you can use the visibility channel, there may be certain objects that you don't want to be blocking the trace, so it's sometimes better to make a custom channel as I have. I hope this helps!
@masonvictoria4873
@masonvictoria4873 Жыл бұрын
Hi Rhys! This is incredible. Is the repo available anywhere? I’m curious to look into the functions more
@gamedesra
@gamedesra Жыл бұрын
Hi Mason, thanks for the comment. I have updated this video with a link to the project zip in the description for free. Let me know if you have any problems!
@masonvictoria4873
@masonvictoria4873 10 ай бұрын
​@@gamedesra Amazing! Thank you so much for sharing your knowledge.
@PEMBYSGAMINGWORLD
@PEMBYSGAMINGWORLD 6 ай бұрын
You stand in a location and an NPC walks toward you. How do you get the footsteps to get louder and louder the closer it gets?
@gamedesra
@gamedesra 6 ай бұрын
This is typically done through sound attenuation; you can define a curve that dictates how the sound falls off over distance.
@knd33xo
@knd33xo Жыл бұрын
We need this system in Apex Legends T_T hahaha
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