Table of Contents
Now that you have a proper bus structure you can use to easily control the relational volumes of various musical themes in Cube, you need a way to quickly control what you’ve just created. This can be done with the Mixer layout.
Refer to the Wwise-101 Course Lesson 6 to review the basics of the Mixer Layout. |
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In the main menu, choose Layouts > Mixer.
The Mixer layout appears, but the Mixing Desk is empty because you haven’t created a Mixing Desk Session.
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In the Mixing Desk, click the [>>] selector button and choose New.
The New Mixing Session dialog window appears prompting you to name the new Mixing Session.
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Name the Mixing Desk Session Music and click OK.
A new Mixing Desk is created.
Now you need to add the objects that should be part of this Mixing Desk session. This session is all about looking at the relationships between the major pieces of music and how they tie into the Wwise 201 Music Audio Bus and on to the Music Audio Bus.
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Select the Music Audio Bus, the Wwise 201 Music Audio Bus, and all of its child busses, then drag them to the Mixing Desk.
The Music Mixing Desk Session now displays channel headers for each of the busses you added. What you don’t see is a familiar set of faders that you could use to change the volume of the busses when needed.
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Scroll to the bottom to view the Voice Volume faders.
Now you can see the fader values representing the Voice Volume control for each of the Audio Busses.
Of course, the whole point of having these controls is to manipulate sound, especially as you discover adjustments that need to be made when testing. You’ve been testing your integration of the Wwise 201 Music using the Music Testing Soundcaster Session.
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In the Soundcaster view, click the [>>] selector and choose Music Testing.
Now you see the Soundcaster modules and Game Syncs that relate to the music system.
You may need to adjust the size of the Mixer and Soundcaster views to better match the images in this lesson.
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Play the Music Event and adjust the various Switch and RTPC values to simulate changes in the game.
As the music plays, you can test that you properly assigned the Music Playlist Containers to their corresponding Audio Busses by turning its Voice Volume fader all the way down when it’s playing. If it’s properly assigned, you should hear the music for that Music Playlist Container go away.
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Use the Music Test Soundcaster Session to simulate circumstances that play the various pieces of game music you’ve implemented, and then adjust the corresponding Voice Volume fader in the mixer strip to test that the busses have been properly assigned.
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Stop playback and return the Voice Volume faders back to 0 dB.