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The layers in the collection combine to create a composite track. They are nested, so it is possible to render the entire sound from this track. In all of the Gore projects, the composite track has “Composite” in the name.
The following image shows the tracks of a Gore subproject, which are arranged as layers that combine to produce the sound. The tracks are assigned colors on a per-layer basis, and these track names and colors are used similarly across all Gore subprojects.
The Composite track is at the top of the layer hierarchy and is the composite output of all the layers combined. All composite tracks are colored white in all collections.
The Basic Layer is the main character of a gore sound. It helps to generate size, type, and function. All Basic Layer tracks use yellow custom colors, alternating between light and dark shades.
The Details Layer 2 is the closest part of the sound. All Details Layer 2 tracks use blue custom colors, alternating between light and dark shades.
The Details Layer 3 is often a hydrophone microphone immersed in the squelching mess that creates the gore. All Details Layer 3 tracks use orange custom colors, alternating between light and dark shades.
The term “Punch” refers to a low kick, like a bass drum. It is a natural sound, and depending on the timing, it can simulate punching into the body. All Weight Layer Tracks use red custom colors, alternating between light and dark shades.
The Custom Layer 5 varies depending on the type of sound, but the tendency is toward a transient sound that enhances the attack of the impact portion of the sound. All Custom Layer 5 tracks use aqua custom colors, alternating between light and dark shades.
The Cinematic Layer contains elements for dramatic cinematic moments when, for example, a heartbeat is the center of attention. All Cinematic Layer tracks use purple custom colors, alternating between light and dark shades. This layer is muted by default.
Several of the subprojects have control track envelopes. These allow the modulation of several parameters of the layer tracks and their plug-ins simultaneously. An example of this is the Gore Body Internal subproject, which has a control track envelope called Interior -> Exterior. This simulates the listening point perspective moving from inside the body to outside the body.
The Gore Firearms and Archery subproject has control track envelopes called
Head -> Body and Impact. The Head -> Body envelope allows the sound to morph between sounding like the head of the victim was hit to sounding like the body of the victim was hit. The Impact envelope can emphasize or de-emphasize the impact aspect of a bullet or arrowhead.
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