Lesson 8

Table of Contents

Applying Reverb to MIDI Tracks

For the Boss music, you imported some MIDI tracks that were then assigned to Wwise Synth One instruments and you created a Blend Container that you set up as a sampler. Because the MIDI files don’t contain any sound, it’s impossible to deliver the reverb within a MIDI file. While the samples you configured for the Suling Blend Container did have reverb, the Synth One Sound SFX objects have no reverb at all. This means that the Synth tracks you configured in Lesson 4 sound a bit stark compared to the accompanying tracks.

The sound of the MIDI tracks is derived from the objects you created in the Wwise 201 Actor-Mixer. To add a reverb, you might consider simply inserting a reverb plug-in on the Synth Sound SFX objects, but you probably don’t want to use this approach. Remember that Wwise uses an inheritance system so inserting a reverb plug-in on that parent object would mean that you’re effectively inserting that plug-in as a unique instance on each of the child objects it contains. For the Synth objects, each of the MIDI notes played are generated as their own individual voice, each with its own individual reverb. This could have a major impact on processor usage, especially if multiple notes are sounding simultaneously. Instead, you can create an Audio Bus in the Master-Mixer Hierarchy just for the Synth parts played in the Boss music and then apply a single reverb to that Audio Bus.

The Synth tracks only play during the Boss-A and Boss-C Music Segments, which randomly play during the Boss music. Instead of waiting for these Music Segments to play, it makes more sense to directly play those Music Segments. Currently, you don’t have these Music Segments represented in the Soundcaster Session, but you can select one of them and open a separate Transport Control view.

  1. In the Project Explorer, select the Boss-C Music Segment, open the Transport Control by pressing Shift+T, and then play the selected object.

    You hear the Boss-C Music Segment play and you’ll hear that the Synth parts have no reverb, making them feel a bit disconnected from the rest of the mix.

    [Tip]

    To better hear the reverb, you can also solo the Boss-C_Arpeggio and Boss-C_Melody Music Tracks found within the Boss-C Music Segment.

  2. In the Project Explorer, select the Boss Audio Bus in the Master-Mixer Hierarchy, click the Create New Audio Bus icon, and name the new bus Boss Synths.

    Now you have an Audio Bus just for the Synth tracks, where you can apply a single reverb Effect.

  3. Select the Boss Synths Audio Bus, select the Effects tab, then click the [>>] selector in the ID 0 row, and choose Wwise Matrix Reverb > Medium_Room1.

    The reverb is now applied to the Audio Bus, but you’ll need to adjust the relative balance between the dry, uneffected signal with the sound of the reverb Effect, known as the Wet level. By default, the Effect will be a bit too subtle, so you’ll raise the Wet Level

  4. Double-click the Effect name to open the Effect Editor and set the Wet level property to -16.

    Now that the Boss Synth Audio Bus is configured with the reverb Effect, you need to reassign Synth objects so that they pass through this bus. You can save a step by using the multi-edit feature to apply the assignment to both objects at the same time.

  5. Close the Effect Editor window.

  6. In the Actor-Mixer Hierarchy, select both the Arpeggio Synth and Melody Synth objects, right-click and choose Show in Multi Editor, expand the General Settings > Output Bus.

  7. Drag the Boss Synths Audio Bus from the Project Explorer to the Output Bus assignment property in the Multi Editor.

    The Arpeggio Synth and Melody Synth objects are now assigned to the Boss Synths Audio Bus.

  8. Play the Boss Music Playlist Container.

    Now when the Synth parts are played, you can hear that they now have some reverb allowing them to blend into the mix.


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