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HDR Audio Summary

Because HDR is applied selectively to a parent bus within the Master-Mixer hierarchy, it need not be the only technique used for dynamically mixing the game. HDR is one of six mixing techniques within the authoring application that include: set-volume mixing, state-based (snapshot) mixing, auto ducking, RTPC, side-chaining, and high dynamic range mixing. Striking the right balance between different mixing systems allows you to creatively orchestrate your interactive mix and help solve mix-related problems, create customized mixing solutions, and address any project needs that may arise during production.

Throughout this chapter we have:

  • Described the theory behind High Dynamic Range audio within Wwise.

  • Given background for the application of HDR using the Wwise Project Adventure as an example.

  • Provided an fictitious scenario which illustrates the fundamentals of HDR audio.

Stepped through the process of:

  • Setting up the HDR Audio Dynamic Range Window.

  • Enabling HDR Audio in the Master-Mixer Hierarchy.

  • Setting up the HDR Audio Dynamics Properties.

  • Enabling HDR Audio in the Actor-Mixer Hierarchy.

  • Enabling Envelope Tracking.

  • Editing a Waveform Envelope.

  • Enabling Source Normalization.

  • Using Make-up Gain

  • Using the Voice Monitor to Understand HDR Audio.

  • Capturing Data from Wwise to view HDR Audio in the Voice Monitor.

Also touched on:

  • A fictitious scenario illustrating the fundamentals of HDR audio.

Throughout this section we have created the following objects:

  • The Project Settings Volume Threshold

  • Master-Mixer “World_Sound” Audio Bus

  • Volume and Loudness Normalization for Sound Objects within the following Work Units:

    • Ambient

    • Character

    • Combat

    • Magic


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