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Randomized Positioning of Sounds

We now have the individual daytime nature sound types randomizing and summed together within a blend container. Next, we'll introduce user-defined 3D positioning in order to give the soundscape some life.

[Note] Designer Note

The Position Editor (3D User-defined) allows for the definition of spatial positioning for an object in a surround environment using animation paths. You can create many different versions of a path and then animate the sound or music along these paths. You can also define how the different paths will be played back. The paths you create will override the position and orientation in the game.

After selecting one of the containers of elements, you can make changes in the Positioning tab of the Property Editor. By changing the position source from the default Game-defined to User-defined, you can access the Position Editor where you can author to determine user-defined playback position of sounds. This technique is used to enable positional movement for static sounds and also to add positional randomness to the ambient elements that have been prepared.

Setting up user defined positioning for ambient elements

Multiple paths can be created that can be followed or randomized to simulate the effect of having many individual sounds coming from different directions.

Defining where sounds will play according to speaker placement using the Position Editor

[Note] Designer Note

How to work with the Position Editor is covered extensively in the Video Tutorial - Positioning and Distance Attenuation and in the documentation: Wwise Help > Wwise Reference > Positioning > Position Editor (3D User-defined) .

The ambient day and night elements included in the accompanying project have been created using user-defined 3D positioning and can be referenced for further insight into this technique.


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