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Anything in a game that makes a sound is conceptually referred to as an emitter. The listener is usually associated with the main character in a first-person perspective game, like the Wwizard in the game Cube. Emitters and listeners are connected to game objects that have x, y and z coordinates, as well as other information to indicate the direction the object is facing. All of this information is continuously sent by the game to the Wwise sound engine.
3D Spatialization uses this information, along with something you'll create called an Attenuation curve, to compute things like volume and pan, which create the illusion of 3D space.
You’ll learn how to create an Attenuation curve in the next exercise, but first you’ll configure an Attenuation curve ShareSet. Creating a ShareSet lets you apply the same curve to other objects later. If you think about it, the physics of an environment affects all types of sounds equally, so in most cases, you’ll want to apply the same Attenuation curve to the majority of sound objects in your game.
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Run Cube so you can connect to it.
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Launch Wwise and open a project file. Make sure you open the Module 8 project file.
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Connect to Cube so you can test your changes in the game.
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In the Project Explorer’s Audio tab, expand the Actor-Mixer Hierarchy > Default Work Unit, and then select the Teleporter Sound SFX.
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In the Property Editor, select Positioning, and then in the 3D Spatialization list, select Position + Orientation.
Other options become available, including a property called Speaker Panning / 3D Spatialization Mix. This property lets you blend both the Speaker Panning and 3D Spatialization approaches. In essence, Speaker Panning simply plays the sound through the speakers without any change to its current volume or pan positions, (see Module 10: Using Speaker Panning to learn more).
Typically you'll choose one approach or the other. In this case, you'll leave the default value set to 100, meaning that only the 3D Spatialized approach will be heard.
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In the Attenuation group, click the More options button, and then click New.
The New Attenuation dialog opens.
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In the Name field, type Object_Attenuation and click OK.
The new ShareSet is assigned to the Teleporter object, and you can now see the Attenuation Editor in the secondary editor.
The most obvious change to a sound as its source gets further away is that it gets quieter, so by default, the curve affects volume, as indicated by the red diagonal line in the graph view.
The distance between the teleporter and the player at any given moment determines the volume. Wwise computes this distance by comparing the x, y and z coordinates of these two game objects.
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There are seven different properties that can be affected by Attenuation curves, each displayed in a different color. |