Lesson 4

Table of Contents

Assigning Attenuation Curves to Objects

Attenuation curves can be applied to objects in the Actor-Mixer Hierarchy using the Property Editor’s Positioning tab. To explore how attenuation curves work, you’re going to add a sound to the teleporters found throughout Cube. Imagine that each teleporter emits a constant sound into the environment. How close would you need to be before you hear it? This is one of many things that attenuation curves address.

First, you’ll need a sound for the teleporter.

[Note]

Attenuation curves can also be applied to objects in the Interactive Music Hierarchy.

  1. In the Project Explorer’s Audio tab, right-click the Default Work Unit of the Actor-Mixer Hierarchy and choose Import Audio Files.

  2. Click Add Files.

  3. Navigate to your Lesson 4\Audio files for Lesson 4 folder, double-click the Teleporter WAV file and click Import.

    The file you just imported is very short. Since the teleporter is to emit a constant sound, you’ll need to loop the object.

  4. Select the Teleporter SFX object you just created, and in the General Settings tab, click the Loop check box.

  5. Select the Teleporter SFX object that was just created, and then switch to the Positioning tab in the Sound Property Editor.

    The Positioning tab lets you choose if a sound is rendered into speakers using one of two primary approaches. These two approaches are referred to as Speaker Panning and 3D Spatialization. In essence, Speaker Panning simply plays the sound through the speakers without any change to its current volume or pan positions. You’ll explore the application and options for using Speaker Panning later in this lesson. With 3D Spatialization, the coordinates of the sound-emitting objects, such as the teleporter, are used to automatically modify sound properties so that the listening experience matches the visual experience based on what's occurring in the game.

  6. In the Teleporter Sound Property Editor, change the 3D Spatialization property to Position + Orientation.

    Selecting Position + Orientation makes the other property options available, including a property called Speaker Panning / 3D Spatialization Mix. This property provides the ability to blend both the Speaker Panning and 3D Spatialization approaches. Typically you'll be choosing one approach or the other, so in this case you'll leave the default value set to 100, meaning that only the 3D Spatialized approach will be heard.

    You’re going to begin making adjustments to 3D Spatialization parameters within the container of the Object_Attenuation ShareSet. While it’s possible to create an Attenuation curve that is specific to the teleporter, you’re actually going to use the teleporter as a way to test how you want sounds to change in your world over a distance. Since the impact of sounds traveling over distance will most likely be the same for all objects in the world, creating these settings within a ShareSet provides a quick way to apply these settings to many other objects as you further develop your game.

  7. Click the [>>] selector button and choose Object_Attenuation.

    The Object_Attenuation ShareSet is selected. The parameters in the ShareSet are now applied to the sound; however, they’re using default values. Now you need to adjust these values to your liking.

  8. Next to the Object_Attenuation, click Edit.

    The Attenuation Editor opens.

    Notice that the Attenuation Editor is very similar to the RTPC editor you used in the last lesson. In essence, they’re the same thing, except that instead of assigning a game sync to particular parameters of your sound, the distance between the object and the listener’s position is automatically assigned. There are also a fixed set of parameters that can be impacted by the Distance value.

    Attenuations are typically used to simulate the natural weakening of a signal as it moves away from the listener. Wwise uses a series of curves to map Wwise property values, such as volume and low-pass filter, to specific distance values. With these curves, you can create a sophisticated distance-based roll-off for your sound and music objects.

    As with the RTPC curves you used in the last lesson, red lines represent how an object’s volume is affected as the operating parameter changes.

    [Note]

    There are seven different Attenuation curves, each displayed in a different color.

    In this scenario, the distance between the game object producing the sound and the listener will determine the volume. Wwise determines this distance by comparing the x, y and z coordinates of both the emitter and the listener relative to one another at the moment a sound occurs.

    The most obvious change to a sound as its source gets further away is that it gets quieter, so, by default, the current curve is affecting volume, as indicated by the red diagonal line in the graph view.


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