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Now that the Soundcaster is ready for auditioning sounds within the HDR system, use Wwise to capture data from the project. To capture data in the authoring application, click Start Capture. Use the Follow Capture Time button to follow along with the capture time to see what happens in real-time.
Once capturing has begun, any sounds passing through the selected bus are displayed according to their current volume. Sounds can be auditioned from the Transport, Soundcaster, or from a locally or remotely connected game running on any development platform.
Begin auditioning by selecting the Play icon for the Play_Ambient_day_night Event. From this point, other Events can be auditioned and their effect on the HDR window can be seen represented in the Voice Monitor. It is worth enabling the envelope for the magic sounds to see the difference between settings. Adjusting the HDR Threshold or Ratio will give additional insight into how dynamic range can be modified within the HDR system.
Here's a look at a captured sequence of Events using the Voice Monitor:
Wwise has implemented an end-to-end solution for authoring and auditioning the HDR system, the results of which can be seen in the Voice Monitor. Being able to test out different values offline within the authoring application and immediately visualize their effect on the mix bring unprecedented clarity to the inner working of the created system. This ability to not only hear the resulting mix but see how sounds affect each other is the key to making optimal mix decisions and knowing how they affect the final output.
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