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Wwise Fundamentals

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Use silence

The head and tail gem sequence might not sound quite right because there is no space or silence between the head and tail sounds. Often audio files are used as the sound source for Sound SFX objects, but to add silence, you’re going to create an object that uses the Silence plug-in as its source instead.

  1. In the Transport Control, click the Pin to lock the Transport Control to the Gem Drop object.

  2. In the Project Explorer, right-click the Gem Drop object and click New Child > Silence.

    An object named New Silence is created under the Gem Drop object.

  3. In the Project Explorer, rename the object Silence, and then select the object.

  4. In the secondary editor, you can see the default duration of the Silence plug-in is 1 second. Change the Duration to 0.25 seconds.

  5. In the Project Explorer, select the Gem Drop object so that you see the Playlist in the primary editor. Then drag the Silence object from the Project Explorer into the Playlist between the Gem Head and Gem Tail objects.

  6. In the Transport Control, click the Play button (spacebar) to hear the Gem Drop object. Notice the slight pause between the head and tail sounds.

  7. In the Project Explorer, select the Events tab, and then select the Fire_IceGem_Player Event.

  8. In the Project Explorer, select the Audio tab, and then click and drag the Gem Drop object into the Actions pane in the Event Editor.

  9. In the Actions pane, select the Gem Drop object and then set the Delay parameter to 0.4 seconds.

    This creates a slight delay between the Wwizard firing the ice gem and the sound of it hitting the ground.

    In the real world, if a gem were dropped out of a staff, it might not always take the same amount of time to hit the ground. You can simulate this type of variety by randomizing the Delay property.

  10. Double-click the Randomizer icon, then select Enabled and set the Max Offset to 0.3.

    Remember, the values here are offsets to the original value, so in this case it could take up to 0.7 seconds, but no less than 0.4 seconds before a gem hits the ground.

  11. In the Transport Control, click the Pin to unpin the Gem Drop object.

  12. Return to Cube and click to throw the ice gem. Click a few more times.

    Notice how the sound differs each time.

  13. To exit the game, press Esc, use the up and down arrow keys to select quit, and then press Enter.

Congratulations, you've finished module 3! In this module, you began by importing entire folders of WAV files to quickly create and populate two Random Containers. Next, you learned to configure those containers for maximum variety. Then you learned how to randomize a sound's properties, such as volume and pitch, so it sounds different each time it's played. Next, you created a sequence of randomly chosen sounds adding to the sense of variety. Finally, you discovered how to use silence strategically to add contrast and enhance the impact of your soundscapes. All of these skills empower you to craft varied and immersive audio with minimal assets.

Up next, dive into Module 4: Using Switches, where you’ll learn to dynamically adapt sounds in response to changes in-game.


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