Wwise & Unreal | How To Play Sounds Using Animations

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Scott Game Sounds

Scott Game Sounds

4 жыл бұрын

Another #Wwise and #Unreal video. Today,we're using #animation bluepronts in UE4 to play and trigger the audio and sounds that we've imported in using Wwise. We're keeping it simple to demonstrate this, as we take the Third-Person project that comes with Unreal, and added footsteps to the players running animation.
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Please let me know if you enjoyed. :D
Need audio or music for your game? Feel free to email me at henry@scottgamesounds.com. Or follow me on twitter @henryscott0.
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Пікірлер: 10
@DirtyHippyStudio
@DirtyHippyStudio 2 жыл бұрын
the happiest introduction :--)
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
Such a great presenter. Thank you. Loving the videos. :)
@michaelclarke3974
@michaelclarke3974 4 жыл бұрын
Great stuff, thanks Henry!
@user-dn7gf1qe4p
@user-dn7gf1qe4p 3 жыл бұрын
Thank you very much!
@ScottGameSounds
@ScottGameSounds 3 жыл бұрын
You're welcome! That's for the comment! glad I could help :)
@chopov11
@chopov11 3 жыл бұрын
Hey Henry thanks for this tutorial! unfortunatly Im having an issue where when I play my event in Unreal the footsteps just keep playing and never stop, whereas when I play the event in wise it only plays once like it is supposed to. Any idea why this may be?
@plantfoodbeats
@plantfoodbeats 4 жыл бұрын
Hey Henry, I'm using an animation from a character off the Unreal marketplace, and this tutorial has been fantastic help. I'm having an issue whereby randomly, the third footstep my character takes has no sound. I've gone through the very animations and seem to have a footstep notify marker at every point. Is there any other reason you can think of that may be causing this?
@ScottGameSounds
@ScottGameSounds 4 жыл бұрын
honestly no. That's a very odd and specific issue to have. I'm really sorry Jamie. I can only suggest going over my steps again, repeating the process and see if anything changes. Bit annoying I know. But thank you for the lovely comment :)
@gundamwarrior
@gundamwarrior 2 жыл бұрын
This sort of gets me started on what i need to do but sort of at the same time doesn't. I've tried asking around the Mechwarrior 5 community and...they tend to keep their secrets to themselves and this is my first attempt at modding. So what I'm trying to do and need help on is I'm making a mod for a game that already exists in Unreal Engine 4. I have to use WWise alongside to edit the audio from the game which...is straight forward of replacing already existing audio which is already outlined in a few things I've read. But what I want to do is a slew of custom audio and the likes. The game has base sounds for several of the things I'm trying to replace thats overarching already IE: The engine sound of a mech, the pitch / yaw of it turning and looking up and down, and its footsteps for the 4 different weight classes. But what I wanted to do was add all the audio from another game that has audio uniquely tailored to each specific mech that the game company had in their previous, well still running PVP game called Mechwarrior Online. What I wanted to do was give each mech thats already in Mechwarrior 5 their audio files that are in MWOnline. But the thing is I'm not sure how I'd even go about that, exactly. Since the game already has audio for things in general, adding in custom sounds for the same thing, but for specific units is a lot more involved than what most guides are going to help me with. So the thing I'd like to know is how to place audio for each specific unit instead of drawing upon that overarching set of files that goes to a unit based on its mech class of light / medium / heavy / assault. So this also means at the same time I need to find a way to keep the base audio from playing at the same time anything custom would be playing thats listed in the to be modded features. If you know how to work at something like this at all or what i'd have to look for in the editors that'd go towards doing this. It'd be a great help and highly appreciated.
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