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Version
2024.1.0.8669.390
2024.1.0.8669.390
2024.1.0.8669.390
A customizable sound emitting radio and dock is found by default in the Echo Room, as well as in the Large Building of the Village map. However, it can be moved to anywhere you go by clicking Reposition to Center within the radio settings panel. When close to the radio dock, you can also press E (X on a controller) to take control of it and move it forward and backward, according to your line of sight, by scrolling your mouse (LB and RB on a controller).
Press F (Y with the Xbox controller) anywhere in WAL to display or hide the radio settings panel. It allows you to adjust a number of acoustic characteristics to test numerous scenarios.
In the Echo Room, the Radio settings panel is slightly different in that it has two extra settings, Room Material and Room Size, applicable only to the Echo Room rather than the radio.
The following list provides a comprehensive overview of these customizable settings.
Customizable settings accessible in the settings panel:
Presets: To set the movement of the Radio in 3D space according to predefined settings. (In the case of the Echo Room map, they also define Room settings.)
New Preset: To create your own personalized presets for the Radio. Adjust the settings, detailed further down in this list, on the right side of the panel. Then click Save.
Duplicate Preset: To create a copy of an existing Radio preset, which can be useful to create a slightly different preset.
Delete Preset: To delete an existing Radio preset.
Toggle Source On/Off: To turn the Radio on/off.
Reposition to Center: Within the Echo Room, to reposition yourself to the center of the Room and radio. Within the Village, to reposition the radio to your current position.
Save: To save the selected preset with the given values of all parameters.
Name: To change the name of the selected preset.
Audio Source (list options): To select which sound is played by the Radio.
Tick: To play a distinct, rhythmic click according to the specified settings.
Axis: To select one of the three standard axes as the interception arc for the radio.
X
Y
Z
Tick Angle: An angle value, based on the understanding that 360° is a full cycle, specifying at what arc of the specified axis the tick will be heard.
Accent Angle: An angle value, based on the understanding that 360° is a full rotation, specifying at what arc of the specified axis the loud (accented) tick will be heard.
White Noise: To play a constant, indistinct, full spectrum frequency sound.
Music: To play an instrumental song in a continuous loop.
Dialogue: To play an interesting conversation.
Campfire: To play a three-layered campfire sound that illustrates the use of Audio Objects in conjunction with the Main mix and Passthrough mix.
Room Material (list options): To change the Echo Room’s wall material. This is valuable for examining Acoustic Textures in Wwise, which can be heard only if you enable Dynamic Reflections. Each Acoustic Texture ShareSet defines a filter of frequency absorption for four ranges of frequency, where the lower the value the greater the reflections. Applying an Acoustic Texture to surfaces mimics the reflective properties of such walls. In WAL, there are four different types of predefined Acoustic Textures to choose from:
Concrete: A very low frequency absorption, although slightly higher for high frequencies.
Drywall: The lowest frequency absorption of all the predefined Acoustic Textures for all frequency ranges.
Wood: A moderate amount of frequency absorption, although relatively less for the mid-range frequencies.
Anechoic: A full frequency absorption for all ranges, meaning no early reflections at all. However, for WAL, you will still hear late reverb unless you disable this sound option. In real life, anechoic chambers are used to measure hardware equipment, such as microphones or speakers. For WAL, anechoic is useful to bypass Reflect without having to directly bypass the Effect in Wwise.
Room Size (slider option): To change the Echo Room’s cubical size, ranging between 5 and 50 (meters). Changing the Room size is valuable for examining Reflect because it alters the time it takes for reflections to bounce back to the listener.
Exit: To close the radio settings panel. Alternatively, press F (Y on an Xbox controller) to close or open the panel.
The following parameters define the radio orbit within 3D space using standard geometry, wherein values are specified for their X, Y, and Z axes (with the exception of the Rotation Offset parameter where instead the value is specifiable for Pitch, Yaw, and Roll). It can get tricky, so it is often easier to use the presets for most of your needs. But, it may help to keep in mind the analogy of the radio functioning similarly to an oscilloscope showing the properties of an electric signal.
Radio orbit parameters:
Amplitude: To set the radio’s distance, in game units, from the point of origin (the docking station).
Frequency: To specify how many complete full rotations there are every second.
Phase: To shift the radio’s path by the specified amount.
DC Offset: To shift the radio’s curve away from the center point of the wave by the specified percentage.
Offset Amplitude: To shift the radio’s path away from the dock by the specified amount.
Offset Frequency: To shift the point of full rotation by the specified amount.
Rotation Offset: To tilt the plane formed by the radio’s rotation.
Consult the The Radio information node for more information.
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