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The properties in the Positioning category allow you to define how sounds will propagate in your game. The propagation of a sound will depend on its type of positioning. In Wwise, your sounds can use either speaker panning or 3D spatialization. The main difference between the two types of positioning is the way in which the source channels are mapped to the output speakers. By default, the source channels of a panned sound are linked together and are played through the front left and right speakers regardless of the position or orientation of the listener or game object. You can, however, use the Speaker Panner to balance the volume of each channel so the sound can be heard through different speakers.
For 3D spatialized sounds, each input channel can be output to any speaker in a surround environment making it easy to simulate movement of the sound in relation to the listener. With 3D spatialized sounds, you can either predefine the spatialization yourself in Wwise or use the actual position of the game object in game.
3D spatialization depends on the position of the emitter relative to the listener. For 3D spatialization to occur, both emitter and listener game objects should therefore be distinct. In the Wwise Project, objects of the Actor-Mixer hierarchy are associated to their emitter when the game posts events. When Wwise Objects have the Listener Relative Routing option enabled, their output busses are instead associated to the listener. Normally, the Listener Relative Routing option is enabled in the Actor-Mixer hierarchy, so that busses that follow are associated with the listener. Incidentally, 3D spatialization can only be performed with Wwise Objects that have Listener Relative Routing enabled since it must happen at the point where an object associated with an emitter is being mixed into a bus that is associated with a listener.
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You should enable Listener Relative Routing on sounds and other objects of the Actor-Mixer Hierarchy even if they don't utilize 3D spatialization. Otherwise, their output busses will be associated with the emitter instead of the listener, resulting in distinct instances of busses. |
You can also apply distance attenuation to sounds based on the distance between the emitter and listener game objects, and then share these settings across many different objects within Wwise using an Attenuation ShareSet.
Positioning for less sophisticated devices, such as game controllers, is not an issue because the motors within these devices cannot simulate a 3D environment. You can, however, use attenuation to reduce the intensity of the motion signal as it moves away from the game player.
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Although the positioning of busses must be considered in relation to its impact on all objects which go through it, their Positioning properties is almost identical to the Actor-Mixer and Interactive Music objects' Positioning properties. Only the Override parent option is inapplicable. |
Positioning | |||||||
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Interface element |
Description | ||||||
Specific | |||||||
Override parent |
Determines whether the positioning and attenuation settings will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the positioning controls are unavailable. If the object is a top-level object, this option is unavailable. Default value: false | ||||||
Center % |
The amount or percentage of volume that is passed through the center speaker.
Default value: 0 Range: 0 to 100 | ||||||
Speaker Panning |
The default is Direct Assignment, where FL maps to FL, FR maps to FR, and so on. If set to Balance-Fade, allows you to adjust the volume of each channel in a 2.0 to 7.1 Audio Bus. In reference to the Speaker Panner, channels closer to the circle will have their volume increased, while channels further from the circle will have their volume decreased. If set to Steering, allows you to redistribute the content of the sound’s channels amongst the channels of the output bus. The distribution will be weighted towards the circle in the Speaker Panner. The Panner works independently of the number of channels within the source.
Default value: Direct Assignment | ||||||
Listener Relative Routing | |||||||
Listener Relative Routing |
When enabled, the emitter-listener association is evaluated at this Wwise object. Evaluating emitter-listener association is almost always required with objects of the actor-mixer hierarchy, because actor-mixers are associated with emitters, whereas busses are typically associated with the listener. Make sure to enable Listener Relative Routing on at least one object in your signal chain, regardless of the positioning type; the opposite would result in a complete duplication of the mixing graph (that is, busses and their effects). Aside from using more CPU, most bus insert effects such as compressors will not work as intended. This symptom should be apparent in the Voice Graph of the Wwise Profiler whenever the emitter and listener are different game objects. Note that it will not be apparent when playing sound from the authoring tool because the Transport/Soundcaster game object is both an emitter and listener. Evaluating emitter-listener association is also required for any game object-driven 3D positioning to occur (attenuation and spatialization). Default value: true | ||||||
3D Spatialization |
Specifies whether the positioning of the source is calculated to simulate movement within a 3D space. When set to Position or Position + Orientation, movement of the source is reflected by a sound being heard through specific speakers within the surround environment. With Position + Orientation, the sound’s multichannel content also rotates with respect to the relative orientations of the emitter and listener. Orientation only has an effect with multichannel input files, and spread greater than zero. When set to None, the source is panned according to the Speaker Panning setting. Default value: None | ||||||
Speaker Panning / 3D Spatialization Mix |
Crossfade between Speaker Panning and 3D Spatialization. Available when spatialization is anything but None. Default value: 100 Range: 0 to 100 | ||||||
Listener Relative Routing > Attenuation | |||||||
Enable Attenuation |
When set, the attenuation curves of the designated Attenuation ShareSet apply. You may add an RTPC on this property to enable and disable the application of attenuation curves at run-time. Default value: true | ||||||
Attenuation Instance |
The Wwise object’s Attenuation instance. The instance could be either a ShareSet or custom. For details, refer to Applying Attenuation Instances to Objects . | ||||||
Distance Scaling % |
Scales the max distance of the attenuation applied on this object. You can add an RTPC on this property to scale the max distance of a sound’s attenuation at runtime. Default value: 100 Range: 1 to 10000 | ||||||
Listener Relative Routing > 3D Position | |||||||
3D Position |
Defines how positions are calculated for the purpose of 3D positioning (attenuation and spatialization).
Default value: Emitter | ||||||
Hold Listener Orientation |
Determines whether the position of the animation path is locked to the orientation of the listener. When this option is not selected, the path moves with the listener. This means that the sound will always be heard through the same speakers regardless of the orientation of the listener. When selected, the listener moves independently of the path. This means that the sound will be heard through different speakers as the listener turns around. For example, let’s say you are using automation around the listener to create non-localized bird sounds in your game. You have a one-point path that is located in the front-right quadrant. As the listener turns around in game, the following will occur:
This option can be useful for creating non-localized ambient sounds. This option can only be tested in game because the listener concept has not been integrated into the Wwise authoring application. Default value: false | ||||||
Hold Emitter Position and Orientation |
When enabled, stores the game object’s instantaneous position and orientation when the sound starts playing, and base positioning off of it for the whole duration of the sound.
Default value: false | ||||||
Diffraction and Transmission |
Enables diffraction and transmission processing in Spatial Audio for the sound. Diffraction simulates the acoustic phenomenon of sound bending around obstacles, whereas transmission simulates sound passing through obstacles, in a virtual environment. Obstacles are defined by rooms, portals, and/or geometry, which have been passed from the game to Spatial Audio via the API. A sound bending around an obstacle is subject to diffraction, and a sound passing through an obstacle is subject to transmission loss, both of which effect the resulting volume and filtering of a sound. For diffraction and transmission simulation to take place, the game must define level geometry or rooms and portals and send it to Wwise Spatial Audio. When diffraction and transmission are enabled for a sound, the following takes place in Wwise Spatial Audio:
Default value: false |
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