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Modules
So far, you have simulated how sound changes over distance. Now you will simulate what happens when the emitter turns away from the listener. Imagine the blue, mirror-like side of the teleporter is the side emitting the sound. As this side rotates away from the listener, the sound would be perceived as quieter and more muffled. To account for this change, you'll use cone attenuation.
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In the secondary editor, select the Cone Use check box.
The Cone Attenuation properties are now available, as well as the Cone Preview.
In the Cone Preview, the sound-emitting object is positioned at the center of the circle. The position of the listener is represented by a dot.
The pie-shaped area at the top of the Cone Preview shows that if a listener is within that forward-facing zone, no additional changes to sound emitter properties are made. The pie-shaped area at the bottom of the Cone Preview shows that when the listener is behind the emitter, the emitter's object properties are modified by the values displayed to the left of the Cone Preview. The areas on either side of the Cone Preview represent transition areas where property values gradually change from those used in the top and bottom pie-shaped areas.
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Change the Cone LPF value to 50 and press Enter.
Although you’ve made a change to the Low-pass filter, this value will only be heard when the listener is looking at the back of the emitter. To hear this, you need to move the listener behind the emitter.
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In the Cone Preview, drag the line and dot around to the opposite side.
Now you hear the effect of the Low-pass filter. You might have also noticed that as you swung the dot behind the emitter, there was a gradual increase in the filter as you passed through the transition area.
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Drag the line to -105 degrees.
Now the listener is in the transition zone. You can customize the size of the transition zone by modifying the Cone inner angle and Cone outer angle properties.
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Set the Cone outer angle to 180 and press Enter.
Now there is a transition zone of 45 degrees on either side of the forward-facing zone. The low-pass filter will gradually increase or decrease as the listener passes through these regions.
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In the Transport Control, press the Stop button to stop the teleporter sound.
Now you'll return to Cube to hear your design. However, first you'll need to reload the map to trigger the Teleporter Event.
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Return to Cube, and press Esc to open the game menu. Then select load map, press Enter, select map metl3 and press Enter again.
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Approach the teleporter, which is just beyond the yellow wizard hat. Move closer and further away and listen to how the distance attenuation curves you designed affect the sound. Also notice how the teleporter's droning sound changes as the teleporter rotates.
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Go back and forth between Wwise and Cube, experimenting with different distance curves and cone attenuation settings. Listen for the changes in-game.
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To exit the game, press Esc, use the up and down arrow keys to select quit, and then press Enter.
Congratulations, you finished module 8! In this module, you started by creating an Attenuation curve ShareSet so you could apply the curves you were about to create to other objects later. Then you created distance and low-pass filter curves so the teleporter gets louder and higher in frequency as the player gets closer to it. Finally, you configured cone attenuation so the teleporter sound is muffled when it's not directed toward the listener. Those are some really impressive skills!
Up next, Module 9: Using 3D Position Automation where you'll learn to make a sound move along a predefined path relative to the listener.