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Wwise Fundamentals

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Adjust attenuation curves

To properly adjust an Attenuation curve, you need to understand the meaning of the game's distance units. A distance unit is defined by the game itself and is determined in the initial phases of the game’s development. For example, for a game about being an ant, the distance unit might be a millimeter, while for a game about intergalactic space travel, the distance unit might be in light years. In the case of Cube, the distance unit represents approximately 0.25 meters.

The X axis of the graph represents distance, and the amount of distance represented on the graph can cover any range by modifying the Max distance property.

  1. In the secondary editor, change the Max distance property to 50 and press Enter.

    Currently, the Attenuation curve shows that the sound gets quieter as the distance between the sound emitter—the teleporter, and the listener—the player, increases.

    Next, you'll audition how this change in distance affects the sound by dragging the Distance parameter cursor left and right as you play the sound.

  2. In the Transport Control, press the Play button (spacebar) to play the Teleporter sound.

    [Note]

    The Teleporter sound is set to loop indefinitely. This is very convenient for this exercise, as you won’t need to repeatedly play the sound to audition it as you make adjustments. Just make sure you only play the sound one time to start it. Pressing the Play button multiple times will cause multiple instances of the sound to play simultaneously.

  3. In the secondary editor, drag the Distance parameter to approximately 25.

    So that the sound isn’t heard too far off in the distance, you're going to modify the curve so that a significant volume reduction occurs when the listener is 30 meters from the teleporter.

  4. Double-click the curve to create a new control point and set it to a distance of 30 with an Output Bus Volume of -17.

    [Tip]

    Use the X and Y coordinate values to help you see the exact values.

    After volume, one of the most significant changes to a sound as it travels through the air is that high frequencies are diminished over distance. This can be achieved by creating a curve that associates the Distance parameter with the Low-pass filter property.

  5. In the Distance group, select the Low-pass filter property and then set its Curve type to Custom.

  6. Hold the Ctrl key and select the Volume property to display both curves. Experiment with how the change impacts the sound.

    [Note]

    To see values on the Y axis, you must select one curve at a time.

    In some cases, after you get the shape of the curve just right, you might find that you want to adjust the overall scale of the curve. You can do this without having to recreate your curves.

  7. Change the Max distance value back to 100.

    Notice how the overall curve automatically scales to the new distance range and the bulk of the sound tapers off when the listener is 60 meters from the teleporter.


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