Lesson 2

Table of Contents

Changing Object Properties

While both of the Gem_Recharge objects indicate they are referencing a file with the same name, this does not mean that the Gem_Recharge.wav audio file was duplicated. It means that the same audio file is being referenced by two different sound objects, which does not double the amount of memory necessary to play these objects. It’s similar to the idea of a Digital Audio Workstation where a single audio file may be placed on multiple tracks to be edited and processed in different ways. In the same way, you can now make modifications to the properties of Gem_Recharge_Woosh without impacting the Gem_Recharge_Magic, even though they reference the same source audio file.

  1. Verify that the Gem_Recharge_Woosh object is selected and if not, select it.

    The Sound SFX Property Editor view to the right displays settings that affect how the audio file contained within the selected object will play. There are numerous parameters available that you will explore later in this lesson as well as throughout this tutorial, but one very important parameter in game audio is pitch. You’ll find the Pitch parameter displayed just below the Volume fader. This is very convenient for the game audio designer because usually in audio production tools, the pitch control is not prominently displayed even though you use it regularly. This is especially the case in game audio where pitch adjustment is constantly used, oftentimes to create the illusion of having an abundance of different sounds using only a single sound played at varying pitches. This strategy preserves precious memory. You’ll use this approach to differentiate the woosh and magical recharge sounds.

    The pitch parameter value is expressed in musical cents. On a piano, there is 100 cents of pitch change between any two keys that are side by side, whether they’re black or white keys. There's a total of 1200 cents in a musical octave. The pitch parameter default value is 0, meaning that the audio associated with the object will play back at its original pitch.

    To adjust the pitch value, there’s a small white dot below the pitch property that when clicked brings up a slider.

  2. Click and hold the slider head (white point) just below the current pitch value.

    You can now move the slider to the left or right to adjust the playback pitch.

    On the left side of the layout, you can see the Property Help view. This contextual view will conveniently display relevant information for any property you select. For the pitch property it confirms that cents are the unit type and that you can adjust the value within a range of -2400 to 2400, a total span of four octaves.

    [Tip]

    The language displayed in the Property Help view can be changed. From the Wwise menu bar,select Help > Documentation Language and choose the desired language.

    Start by adjusting the pitch value to around 1200, or one octave, but it's OK if you're not able to settle on that specific value.

  3. Set the Pitch property to approximately 1200 and press Spacebar to hear the change.

    The Gem_Recharge audio file plays an octave higher, resulting in a sound that plays twice as high and twice as fast. Even though you hear the magic recharge chime, focus on the woosh that first plays. Since the visual of the staff swinging to the side happens very quickly, it may be better served with a quicker and higher pitched woosh sound. 1200 is too much, so settle on something that’s a little more appropriate, like 600. If you already know the specific value you want, you can directly enter it in.

  4. Click the Pitch properties current value, type 600 and press Enter.

  5. Play the object once more to hear the change.

    Now you have a woosh sound that better supports the visual.


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