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Version
2024.1.0.8669.390
2024.1.0.8669.390
2024.1.0.8669.390
Description:
There’s a general consensus that ambient emitters need a higher level of detail (LOD) in virtual reality to convey an effective sense of presence. The campfire is a simple yet efficient way to demonstrate how designing with LOD in mind can carry convincing results. The campfire represents LOD from three perspectives:
Layers of sound.
Attenuation properties.
Spatial precision and filtering.
Additionally, the layers of sound have been routed to enable Audio Objects when 3D Audio is available.
Action Item:
While moving toward and away from the campfire, solo/mute in Wwise the three campfire sounds (rumble, combustion, and crackling) to identify their contribution to the general sound.
Look at their Attenuation ShareSets: They all use different volume levels and LPF (Low Pass Filter) curves.
Look at the Wwise System Output Settings Metadata for each layer of the Campfire; different Metadata ShareSets have been used to assign unique System Output Setting Mix Behaviors for "Campfire Combustion" (Mix to Main) and "Campfire Rumble" (Mix to Passthrough). When 3D Audio is enabled and available at the endpoint, the combustion will be rendered as part of the Main Mix, the rumble will be rendered without any spatialized filtering as part of the Passthrough Mix, and the crackling sounds will be rendered as Audio Objects (no change to the default Mix Behavior).
In Wwise: Actor-Mixer Hierarchy > Ambiance > AMB Elements > Campfire
info | Note |
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Make sure Wwise is connected to WAL. |
What to Expect:
Listen to how the three layers comprising the fire sound blend together and how the different distance attenuation curves and output settings help in providing a convincing experience.
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