Wwise and Unity - Controlling ambient areas with ignored areas.

In this video we will take the ambient area from the previous video and create new ignored areas.
This means other ambient areas that controls the currently playing ambient areas.

Like, an overall ambient soundscape playing that is muffled when you enter a house or other specific areas, by another ambient soundscape.

------------------------------------------------------------------------------------------------------

Cujo Sound: Is a video game audio development channel by Bjørn Jacobsen. Aka. CCP WhiteNoiseTrash (From when I was working on EVE Online)

I discuss game audio development, implementation, asset creation, thoughts, ideas, opinions. Everything from home made simple recordings, over in-engine implementation to massive final productions of cinematics.

The usual promotional ramble stuff:
Subscribe here on Youtube: http://youtube.com/Cujosound

Join me on Patreon: https://patreon.com/CujoSound
and support me if you like.

Follow me on Twitter: @WhiteNoiseTrash for updates and news on this channel and my occasional opinion on something.

I also run an Instagram with lots of pictures and information to come on sound design and game audio: https://www.instagram.com/cujosound/

Help me feed my urge to learn and teach...

BTC: 3C4Fj1XLvYagFtRUiL88mBj8QzBnGvwuqe
ETH: 0x23Eb3DcFBdA73364cC3F4708EC86F2f9f9594c5F
LTC: LQYs1LzjNewR7cFXp5rf8jv4rUf1sALy7m
XRP: rhLqEKWgDC4o26UAoR6hoGQPCMehNGkyLW

1301 views

Related videos

27:14

Wwise & Unity - Game Audio Basics Tutorial

04:20

Wwise 301 L4-02 | Posting Events from Animations

31:06

Wwise & Unity - Ambient Areas and moving emitters

Related videos

27:14

Wwise & Unity - Game Audio Basics Tutorial

16730 views
04:20

Wwise 301 L4-02 | Posting Events from Animations

3585 views