Wwise & Unreal | How To Create Basic Reverb Zones

  Рет қаралды 6,963

Scott Game Sounds

Scott Game Sounds

Күн бұрын

In today's #Wwise and #UE4 tutorial, we're looking at setting up basic #reverb zones using the AK Reverb Volume objects and auxiliary buses that Wwise provides for us. Thankfully this is nice and easy to do with no coding or need for creating blueprints, and once we know how to do his, we'll have successfully set ourselves up to add more detailing reverb's in the future.
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Пікірлер: 20
@daviderocconi_sounds
@daviderocconi_sounds Ай бұрын
Man I hope you're living your best life, thank you so much for all the work you did, you're helping me sooo much :D
@jonathangrover3176
@jonathangrover3176 3 жыл бұрын
Helpful, well-made, concise, great overall. Keep up the great work
@angelignace8247
@angelignace8247 4 жыл бұрын
Perfect mate!
@blankspace0000
@blankspace0000 3 жыл бұрын
thanks for making these videos! big 'preesh
@mees6642
@mees6642 Жыл бұрын
thank you
@LineageView
@LineageView 2 жыл бұрын
Hey Scott! Was revisiting this, and was wondering do you have any tutorials on reverb occlusion and how to make sounds more muffled when there are walls in the way of the sounds?
@nikolajdehaan
@nikolajdehaan 3 жыл бұрын
Thanks you Henry - hope you make something about the advanced reverbs!
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
Thanks! I need to dive into Wwise and UE again, it's been so long haha.
@nikolajdehaan
@nikolajdehaan 3 жыл бұрын
@@ScottGameSounds I'm starting my first Unreal+Wwise project, so these are great :D
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
@@nikolajdehaan oh wow, good luck with that man. Drop me a message on twitter some time and we'll have a catch up. Hope you're doing well!
@milko49
@milko49 4 жыл бұрын
Nice vid mate, perfect!, Any chance you could do a video on ambience switching implementation on unreal
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
Hey Milko, thanks for the great idea! I'll make a note of it and try and get round to it in the near future.
@mattparkinson3954
@mattparkinson3954 3 жыл бұрын
Hi Scott, been following the series and im loving all the videos you are doing.. keep up the good work! I think i was late to stumble on your videos and have created all my sound assets inside of Unreal Engine. I'm just curious, considering i've set up my footstep audio and all the gun audio inside of unreal do you know if its at all possible to send these to the same Wwise auxillary bus' or will i have to create the events inside Wwise in order for this to work? Cheers.
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
Hey matt. Thanks for the lovely comment. Unfortunately as far as I'm aware, you would have to recreate the events inside of Wwise. Theres no way to transfer them. Best of luck 👍
@captainminecraftist
@captainminecraftist 2 жыл бұрын
Quick question if you have a sec: If you wanted to have outside sounds muffled, could you put an audio volume about the same dimentions as the ak reverb zone? That won't cause any issues right?
@milko49
@milko49 Жыл бұрын
is there a way you can call these reverb volumes from a blueprint
@sambird7359
@sambird7359 4 жыл бұрын
is there a way to have the reverb transition be based upon distance rather than a timed fade in/out (i don't know too many places in our reality where reverb fades in/out based on time and not location)?
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
Yes absolutely. So to fade it out over distance, you'd need to use attenuation. You'd need to create a parameter in Wwise to control the level of the verb over distance. I made a video where we looked at doing this with volume over distance with Wwise and Unreal for a specific event. Maybe that might help you: kzbin.info/www/bejne/ooCzYaabo85kers
@OkaToka
@OkaToka 3 жыл бұрын
Do matter I do it just doesn't send the signal to the bus from unreal..
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
Sorry Dmity, I don't quite understand your comment.
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