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.
@ScottGameSounds4 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.
@alexsound20974 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!
@ScottGameSounds4 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.
@michaelclarke39744 жыл бұрын
Thanks for another top tutorial! Keen to see how this series progresses.
@UltimaRedFireEskimo4 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
@ScottGameSounds4 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
@olivert46482 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!
@ScottGameSounds2 жыл бұрын
No worries Oliver. Really happy to hear that you found the video helpful in your game
@AdamFBuchanan3 жыл бұрын
Your awesome. Thank you. More videos on Wwise and Unreal please.
@kaingagame43513 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?
@ScottGameSounds3 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.
@bumbanilotpal4 жыл бұрын
you made me believe i can also use wwise ..., you are a gem..
@ScottGameSounds4 жыл бұрын
No you're a gem Nilotpal! Great to hear you're finding the Wwise/UE4 vids helpful!
@Lylie74 жыл бұрын
Thank you! This helps a lot! Don't stop doing this videos :3
@ScottGameSounds4 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!
@miguelalexandresimoesneves86602 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?
@SFLogicNinja4 жыл бұрын
Excellent video. Thanks!
@ScottGameSounds4 жыл бұрын
You are so welcome sflogicninja!
@GrandpaTheobald4 жыл бұрын
I'll watch it, but putting a big like already :)
@OfficiallyArtic4 жыл бұрын
This is awesome man! Really been helping me!
@ScottGameSounds4 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 :)
@OfficiallyArtic4 жыл бұрын
@@ScottGameSoundsThank you so much man, You too!!
@burnsy19934 жыл бұрын
This is class, thanks for the great content
@ScottGameSounds4 жыл бұрын
No problem Nathan, glad you found it so helpful. Thanks for the comment!
@karanpratapsingh50224 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.
@ScottGameSounds4 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.
@warrenrousseau46014 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.
@mappeof34004 жыл бұрын
Thank you!
@ScottGameSounds4 жыл бұрын
No problem Mappe Of, thanks for your comment, it really helps me out!
@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?
@airmetalhead69074 жыл бұрын
Thank you very much!
@luigitasso18942 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?
@amichai3454 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
@ScottGameSounds4 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.
@ScottGameSounds4 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!!!
@amichai3454 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!
@reginaldarmah23813 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.
@ScottGameSounds3 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.
@reginaldarmah23813 жыл бұрын
@@ScottGameSounds thanks scott, will dm if I hit any block.