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Because HDR is applied selectively to a parent bus within the Master-Mixer hierarchy, it need not be the only technique used for dynamically mixing the game. HDR is one of six mixing techniques within the authoring application that include: set-volume mixing, state-based (snapshot) mixing, auto ducking, RTPC, side-chaining, and high dynamic range mixing. Striking the right balance between different mixing systems allows you to creatively orchestrate your interactive mix and help solve mix-related problems, create customized mixing solutions, and address any project needs that may arise during production.
Throughout this chapter we have:
Described the theory behind High Dynamic Range audio within Wwise.
Given background for the application of HDR using the Wwise Project Adventure as an example.
Provided an fictitious scenario which illustrates the fundamentals of HDR audio.
Stepped through the process of:
Setting up the HDR Audio Dynamic Range Window.
Enabling HDR Audio in the Master-Mixer Hierarchy.
Setting up the HDR Audio Dynamics Properties.
Enabling HDR Audio in the Actor-Mixer Hierarchy.
Enabling Envelope Tracking.
Editing a Waveform Envelope.
Enabling Source Normalization.
Using Make-up Gain
Using the Voice Monitor to Understand HDR Audio.
Capturing Data from Wwise to view HDR Audio in the Voice Monitor.
Also touched on:
A fictitious scenario illustrating the fundamentals of HDR audio.
Throughout this section we have created the following objects:
The Project Settings Volume Threshold
Master-Mixer “World_Sound” Audio Bus
Volume and Loudness Normalization for Sound Objects within the following Work Units:
Ambient
Character
Combat
Magic
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