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2024.1.0.8669.390

2024.1.0.8669.390

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Audio Objects and Bus Config

Description:

  • The Campfire and Fountain examples have been authored to provide the greatest level of positional accuracy available in relation to the configuration set by the endpoint. Each example routes layers to different output configurations based on the endpoint's capabilities and the System Audio Device settings. Depending on the endpoint configuration, the System Audio Device will route Audio Objects to either the Main Mix, Passthrough Mix, or as System Audio Objects.

Action Item:

  • Enable a Spatial Sound Endpoint:

    1. On a Windows PC, enable Spatial Sound in the Sound Output Device Properties.

    2. In order for Unreal to reserve the System Audio Objects for rendering, they need to be disabled for use by Wwise Authoring. From the Wwise menu bar, select Audio > Authoring Audio Preferences. In the dialog that opens, deselect Enable System Audio Objects.

  • Experiment with Bus Configurations:

    Changing Bus Configurations in the Menu will result in different levels of spatial precision for different layers of the campfire and fountain. Additionally, different spatial sound renderers filter the different configurations uniquely.

  • Connect Wwise to the WAL Unreal Project:

    1. With Wwise connected to WAL and a 3D Audio endpoint enabled, select the Audio Object Profiler layout to see the positioning of Audio Objects for the campfire and fountain.

    2. Using the Audio Object List view, select the Master Audio Bus to show all Audio Objects and their positions in the Audio Object 3D Viewer.

    infoNote

    The Allow 3D Audio option is enabled by default in the System Audio Device settings. When the number of System Audio Objects available meets or exceeds the Minimum System Audio Objects Required setting, the Audio Device will try to deliver Audio Objects to the endpoint, otherwise the system will fallback on a channel-based configuration as part of the Main Mix.

    infoNote

    Make sure Wwise is connected to WAL in order to profile settings in the Audio Device Editor.

What to Expect:

  • You may find that different Bus and output configurations, when combined with Audio Objects, present different sounding results.


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