버전

menu_open

Understanding Impact

With the beginnings of a weapon swinging in place, we'll move on to the finer details involved with impact sounds and the bashing of bad guy skulls. Object impacts are often handled with either a composite sound (meant to convey the emotional intent of the impact) or by creating a multi-layered system (aimed at recreating the sound of reality). The first decision about which direction to take lies in the type of game, and what will best support the style and expectation of the player.

In a system that relies on a minimum of variation, it may be enough to simply play a group of randomized audio files for an impact - for any weapon, on any surface. Taken a step further, the weapon type could be used to determine the impact sound and play, regardless of surface type. Still further, each weapon type could have a different impact sound on each surface type in the game, making a sword impact on stone sound different than dirt or an axe impact on wood.

Regardless of whether you choose to represent object interactions abstractly or by embracing a model that skews closer to reality, the Wwise authoring application can accommodate your decision.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요