Regions in Modern Firearms
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite sound Shot. There are also regions specific to the reload and handling of each weapon. They are set to render from the Foley Composite track.
The Composite region represents a mix and complete duration of Layers of a sound
combined. It is the top level of the hierarchy of the layers of a sound, and in the
case of Modern Firearms, the track source for this region is named Shot. Each
firearm has six unique Composite regions named Shot 01 to Shot 06.
Each Shot has regions for each Layer that combine to form the composite
Shot:
L1 Body
L2 Mechanic
L3 Transient
L4 Punch
L5 Tail
These regions are directly related to the tracks that form the layers and specify
the duration of each layer to render. Regions are pre-assigned to render the
corresponding layers in the Region Render Matrix.
Note: In the Modern Firearms project, to
facilitate layup and/or synchronized playback and preserve the timing of layers, all
regions have the same starting point for each Shot. This results in a short silence
at the start of some regions.
The following image shows a typical shot in a firearm project. Notice how the
colors relate layers to regions.
Each weapon has a corresponding subproject named <WeaponName>_Silenced. A
track named Silenced in each of these subprojects has an item
<WeaponName>_Silenced.rpp. This item is a render of the Silenced subproject.
As the “_Silenced” part of the name suggests, these subprojects contain tracks
similar to the Shot tracks, except that they are designed to create the sound of a
suppressed (silenced) version of the weapon shot.
Each <WeaponName> subproject also contains a set of designed tracks with
items that layer to create the unique reload and other handling sounds of each
weapon. The track layers and names are similar across all the weapons in the
collection.
Track Layers without Regions
The Cinematic Layer and Additionals Layer do not have regions associated with
them, and both are muted by default. These layers are available to use for custom
sound creation. Because we cannot predict how you will incorporate these layers or
how long the custom sounds will be, you must set up regions as required if you use
these layers.