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Generating Motion from Existing Sounds

Since many motion effects will be linked to audio events, such as gun shots, road vibrations, explosions, and so on, you can generate motion data directly from the existing sounds and music objects in your project. In this case, Wwise simply takes the audio signal, extracts the low-frequency components and then resamples this part of the signal to give a convincing motion effect. Although this method requires very little effort on the part of the designer and developer and is perfect for motion that is synced with audio, it does have the following disadvantages:

  • Less control over the type of motion that is created.

  • More CPU intensive as the audio signal must be filtered and resampled at run-time to create the motion data.

  • Does not handle cases where motion is not related to audio.

Despite these disadvantages, there are situations where this method can be useful. For example, this method is perfect for creating prototypes of the motion in your game. When the prototypes are completed and approved, you can then decide whether to go on to create specific Motion FX objects that use less CPU and allow for more detail.

Generating motion from existing sounds involves the following tasks:

Before generating motion from existing sounds, you should be aware of the following:

  • The LFE channel in the original audio source is ignored.

  • The removal of the DC offset from the original audio source will alter the motion output.

  • The motion output will feel different on each platform's controller due to differences in the motors' power, top speed, and weight.


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