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Version
2024.1.0.8669.390
2024.1.0.8669.390
2024.1.0.8669.390
In the Master-Mixer Hierarchy of the Wwise project (Master-Mixer Hierarchy\Default Work Unit\Master Audio Bus\Environmental_AuxBusses\LateReverb), a series of Auxiliary Busses with RoomVerb Effects are found. Each bus corresponds to a room where the WAL project dynamically assigns game objects (that are sound emitters) to the relevant Auxiliary Busses. The volume sent to the Auxiliary Busses are modifiable using the Game-Defined Auxiliary Sends Volume.
The ER Output Volume from RoomVerb is reduced to -96 dB using an RTPC curve. In parallel, Reflect is enabled with the DynamicEROn Event, which has a Set Game Parameter Action that moves the FirstPerson Auxiliary Bus’s volume from -200 dB to 0 dB. And Reflect renders early reflections based on proximity to reflective surfaces for both emitters and listeners.
You can create as many instances of Reflect as you want. For WAL, we felt that two Auxiliary Busses with Reflect was enough to cover the examples we wanted:
First person: This Auxiliary Bus is dedicated to sounds emitted by the first-person player, typically as footsteps and the ball launcher.
Third person: This Auxiliary Bus is dedicated to all the other sounds from the WAL environment.
This arrangement allows you to have different attenuations depending on the different sounds of your game.
Reflect is used in multiple places within WAL. A convenient way to isolate the sound of reflections, as opposed to the initial direct signal, is by slowing down the Speed of Sound in the Reflect plug-in’s Effect Editor.
To slow down the Reflect Speed of Sound:
Open the WAL Wwise project.
In the Project Explorer’s Audio tab, navigate through the Master-Mixer Hierarchy to find an instance of the Reflect plug-in. For example, go the FirstPerson aux bus, found under the Master Audio Bus > Environmental_AuxBusses > EarlyReflections.
In the Effects tab, click the Edit button. The Reflect Effect Editor opens.
In the Effect Editor’s Reflect tab, lower the value in the Speed of Sound.
The resulting exaggerated delay between the direct sound and the reflections helps isolate features, such as Acoustic Texture changes. There will also be more delay between each reflection, which may help ascertain the directions from which they originate.
check_circle | Tip |
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Assuming you want your world to use something close to the standard speed of sound, don’t forget to return the Speed of Sound property to the WAL default value of 34,300 cm/s. |
Other ways to isolate the sound of reflections include soloing the Auxiliary Bus with the Reflect Effect or by muting/soloing individual image sources in the Reflect Effect Editor's image source list.
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