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2024.1.3.8749
2023.1.11.8682
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2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.3.8749
2023.1.11.8682
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
In this chapter we have established some fundamental processes for building dynamic and varied soundscapes. Many of the techniques covered in this chapter will continue to inform the rest of this document and serve as the building blocks of interactive audio.
Throughout this chapter we have:
Created various types of sound objects
Used sound objects as building blocks for an ambient soundscape system
Established looping backgrounds
Created a system to randomly playback individual ambient elements
Stepped through the process of:
Importing simple sounds to containers
Using blend containers to sum and playback multiple sound objects simultaneously
Creating a game parameter that can be used to modify properties
Using the Time_of_Day parameter to Crossfade between containers
Also touched on:
Using attenuation ShareSets to manage distance based falloff
The use of SoundSeed Air - Wind to author realistic sounding dynamic wind
Leveraging paths using the Position Editor to randomly position individual ambient elements in 3D space.
And created the following objects:
Looping background random containers.
Ambient_day_night blend container that Crossfades between content using blend tracks based on a time of day game parameter.
SoundSeed Wind models to be used as positional sound emitters.
Generalized attenuation ShareSets for ambient emitters.
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