Version
(See the Wwise SoundSeed Impact Properties below.)
Wwise SoundSeed® Impact is a real-time audio effect plug-in that allows you to do the following:
Transform model parameters by operating directly on detected resonance characteristics.
Synthesize output sound using the transformed model.
The Wwise SoundSeed Impact plug-in relies on the following data elements created using the SoundSeed Impact Modeler standalone application.
Residual sound: The noisy portion of the original source saved as a PCM WAV file.
Model parameters: A very compact SSM file that holds resonance information in the form of various parameters.
For more detailed information, please refer to the SoundSeed Impact Modeler Help.pdf found in the Modeler package you can download from the Audiokinetic website.
Caution | |
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The Modeler will not work without the Microsoft Visual C++ 2005 Redistributable Package SP1. |
Using this plug-in, you can transform the model parameters by manipulating the following three characteristics of a resonance mode:
Frequency (Hz)
Magnitude (dB)
Bandwidth (Hz)
The following illustration shows the three characteristics that define the overall shape of a resonance mode.
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All of these properties can also be mapped to Game Parameters using RTPCs. Note that any changes made to parameter values via an RTPC will only be applied at the next playback of the object instance. |
The SoundSeed Impact plug-in can be used like any other Wwise audio effect except the following limitations apply:
Only mono files are supported (SoundSeed Impact Modeler will only generate mono files).
Can only be inserted on objects contained in either the Actor-Mixer or Interactive Music hierarchies. It cannot be inserted on busses in the Master-Mixer Hierarchy.
Interface Element |
Description |
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Name |
The name of the Effect instance. Effect instances are a group of effect property settings. They can be one of two types: custom instances or ShareSets. Custom instances can be used by only one object, whereas ShareSets can be shared across several objects. |
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Displays the object's color. Clicking the icon opens the color selector. Select a color to apply it to the object.
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Inclusion |
Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations. When this option is unselected, the property and behavior options in the editor become unavailable. Default value: true |
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Indicates the number of elements in your project that contain direct references to the object. The icon is displayed in orange when references to the object exist, and in gray when no references exist. Selecting the button opens the Reference View with the object's name in the References to: field. |
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Notes |
Additional information about the Effect. |
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Metering |
Indicates the name of the object currently being metered. |
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Allows you to browse for other objects to meter.
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Sets the display of the Effect Editor's selected tabs. By default, there is one panel displaying only one selected tab. You can, however, click a splitter button to split the panel into two, either side by side or one on top of the other, for two different tabs. The currently selected option is highlighted with a background color.
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Model | |
File |
Displays the filename of the currently loaded Model parameter file. |
(Browse) |
Opens a load dialog box, where you can browse to and select the Model parameter file (.ssm) that you want to load. You can also drag model files directly from Windows to load them in Wwise. |
Quality |
A value indicating the percentage of analysis modes to preserve in the synthesis. Synthesis using lower percentages may yield less audio fidelity but increases performance of the synthesis algorithm. A value of 0% means that the minimum number of modes is preserved and a value of 100% means that all modes are preserved. Default value: 100 |
Frequency Streching |
Applies frequency stretching to the model file. When selected, the corresponding properties become available for editing. Frequency stretching changes the center frequency of the resonance frequencies. This is often perceived as changing the size of the resonating object. Default value: true |
Amount |
Defines the amount by which the mode’s center frequency is modified. It is measured as a percentage of an octave, where 100% corresponds to 1 octave up or a doubling in the frequency, and -100% corresponds to 1 octave down or a halving in frequency. Default value: 0 |
Variation |
An offset, both positive and negative, applied to the Amount value. This creates a range of values from which the Amount % value is taken each time a new instance is played creating a kind of randomness. Default value: 0 |
Bandwidth Streching |
Applies bandwidth stretching to the model file. When selected, the corresponding properties become available for editing. Bandwidth stretching changes the width of the resonance frequencies. It affects the damping of resonance which often simulates a different stiffness of the resonating object. Default value: true |
Amount |
Defines the amount by which the mode’s bandwidth is modified. It is measured as a percentage of an octave, where 100% corresponds to 1 octave up or a doubling in the bandwidth, and -100% corresponds to 1 octave down or a halving in bandwidth. Default value: 0 |
Variation |
An offset, both positive and negative, applied to the Amount value. This creates a range of values from which the Amount % value is taken each time a new instance is played creating a kind of randomness. Default value: 0 |
Magnitude Scaling |
Applies magnitude scaling to the model file. When selected, the corresponding properties become available for editing. Magnitude scaling allows for an amplitude weight to be applied to harmonic content. This naturally simulates different strike positions on the resonating object. Default value: true |
Variation |
An offset, both positive and negative, applied to the magnitude value of each mode. This creates a range of values from which the magnitude is taken each time a new instance is played creating a kind of randomness. Default value: 0 |
Residual Gain |
Controls the importance of the residual sound pass-through. It is essentially a gain control on the unfiltered residual component to be added on top of the filtered resonance. This is useful to control the relative importance of the noisy part of the resynthesis spectrum, for example. Default value: -96.3 |
Output Gain |
The amount of gain applied to the synthesized sound. Default value: 0 |
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