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Wwise 핵심 개념
The Project Hierarchy
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알림: 고객님의 주요 출시 버전( 2024.1.3.8749 )에 해당하는 최신 설명서로 이동했습니다. 특정 버전의 설명서를 보시려면 Audiokinetic 런처에서 오프라인 설명서를 다운로드하고 Wwise Authoring의 Offline Documentation을 확인하세요.
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The assets that you import into your project are the foundation for your project hierarchy. The project hierarchy evolved from traditional mixing techniques where different instruments were routed to a bus, so that you could control their sound properties as a single mixed sound. For example, each of the hi-hat, ride, crash, bass drum, and snare sounds could be routed to a single bus so that you could control their volume and other parameters as if they were one entity.
In Wwise, a similar approach is used to organize and group the sounds, motion objects, and music in your project. By grouping sound, motion, and music objects in such a manner, you begin to build a hierarchical project structure that creates parent-child relationships between the various objects. This unique and efficient way to create and manage the audio and motion in your game gives you more control and flexibility to build a realistic and immersive environment for your game.
The Wwise project hierarchy consists of three distinct levels:
Actor-Mixer Hierarchy—groups and organizes all the sound and motion assets in your project using a series of Wwise-specific objects.
Interactive Music Hierarchy—groups and organizes all the music assets in your project using a series of Wwise-specific objects.
Master-Mixer Hierarchy—defines the routing and output of the different sound, motion, and music structures using one or more output busses.
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info | Wwise Project Hierarchies are Workgroup Ready |
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Working as part of a team is crucial in today's game development environment. Although only one Wwise project can be used per game, you can divide up a Wwise project's hierarchies into different work units so that different people can work on the project concurrently. Work units are distinct XML files that contain information related to a particular section or element within your project. These work units can help you organize and manage the different elements within a project. If you are working as part of a team, these work units can also be managed by your source control system to make it easier for the different members of your team to work on the project concurrently. |
The Actor-Mixer Hierarchy groups and organizes all the sound and motion assets in your project. At the base of this hierarchy are all your individual sound and motion objects. You can define the properties and behaviors of these individual objects, but you can also take these objects and group them together so that you can define their properties and behaviors as a unit. To accommodate the complex nature of audio within a game, different types of objects can exist within the Wwise project hierarchy. Each object type has a set of properties, such as volume, pitch, and positioning, and a set of unique behaviors, such as random or sequence playback. By using different object types to group sounds within your project hierarchy, you can define specific playback behaviors of a group of sounds within the game. You can also define these properties and behaviors at different levels within the hierarchy to obtain different results.
Since motion is generally tied to audio in a game, Wwise uses the same principles and workflow for generating motion. This means that you can organize the motion assets for your game into hierarchies, and assign properties and behaviors in the same way as your audio assets.
You can use a combination of the following object types to group your assets and build a structure for your project:
Sound objects
Motion FX objects
컨테이너
Actor-Mixer
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The various voice and sfx assets in your game are represented in Wwise by special audio structures called sound objects. These sound objects contain sources that are linked to the original audio file.
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The audio source is a separate layer between the imported audio file and the sound object. By adding an abstraction layer, you can have multiple sources and audio files all contained within the same sound object.
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This not only makes it easy to test different conversion settings but also allows you to efficiently manage multi-language development.
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Note: Wwise uses a similar method to manage the music and motion assets in your project.
Sound objects not only support audio sources, but they also support plug-in sources.
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Wwise ships with a variety of source plug-ins, including a tone generator, silence, and audio input plug-in. In addition to being immediately useful in your production pipeline, the main purpose of these is to be used in conjunction with provided source code as a reference for programmers who are interested in building their own. With the creation and management of audio structures being done in Wwise by the sound designer, programmers are now free to develop a variety of source plug-ins, pushing the envelope in audio design and enhancing the overall experience of the game.
These sound objects can be grouped together to create a hierarchical project structure. Audio properties and behaviors can be applied at different levels in the hierarchy to give you the control and flexibility you need to build a realistic and immersive game experience.
Containers are used to group the sound objects within your project. They are mainly used to play a group of objects according to a certain behavior, such as Random, Sequence, Switch, and so on. For example, you can group all the gun shot firing sounds into a Random Container so that a different sound will be played each time the gun is fired in game.
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All these audio structures are routed through a hierarchy of busses where additional properties and effects can be applied at a global level.
The following table shows you which tasks related to audio structures are the responsibility of the sound designer and which ones are the responsibility of the programmer:
Tasks |
Sound Designer (Wwise) |
Programmer (Game Code/Tools) |
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Create sound objects for game audio assets | X | |
Group objects and build project hierarchy | X | |
Define sound properties and behaviors | X | |
Route audio structures through busses | X | |
Develop source plug-ins | X |
Wwise offers you great flexibility when it comes to creating the interactive music for your project. 상호작용 음악 오브젝트를 하나의 게임 음악으로 조립하는 방법은 거의 무한합니다. 하지만 일관적인 구조를 따르면 작업의 과정을 보다 더 효율적으로 만들 수 있습니다.
다음은 상호작용 음악 프로젝트에 적용할 수 있는 두 가지 기본 구조입니다.
A vertical project structure is one in which you re-sequence the game score by shuffling the tracks contained in music segments. This is similar to the track mixing used in music production. 이 방법은 수많은 트랙이 담긴 긴 세그먼트를 통해 여러로 형태로 변형된 음악을 만드는 데에 도움이 됩니다.
수평적 프로젝트 구조는 어떤 시점에 재생될 세그먼트를 변경하여 게임 음악을 변화하는 방법입니다. 이 방법을 사용하려면 Actor-Mixer Hierarchy에서 오브젝트를 배열하듯이 Interactive Music Hierarchy에서 분리된 짧은 세그먼트를 배열하면 됩니다. In this way, you can make a compelling score from a selection of short music segments while minimizing console requirements.
보통은 프로젝트에서 사용 가능한 자원을 효율적으로 사용하기 위해 이 두 구조를 함께 조합하여 사용하게 됩니다. A good structure lets you show off your music, and make the most of your console resources.
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On top of the Actor-Mixer and Interactive Music hierarchies sits the Master-Mixer hierarchy. The Master-Mixer hierarchy is a separate hierarchical structure of busses that allows you to re-group and mix the many different sound, music, and motion structures within your project and prepare them for output. The Master-Mixer hierarchy is divided into two sections: one for sound and music, and one for motion. Each section consists of a top-level “Master Bus” and any number of child busses below it.
You can choose to route sound, music, and motion structures through these busses using the main categories within your game. For example, you may want to group all the different audio structures into the following four categories:
Voice
Ambience
Sound Effects
Music
These busses not only create the final level of control for the sound, music, and motion structures within your project but they can also determine which sounds are affected by environmental effects such as Reverb. Because they sit on top of your project hierarchy, you can use them to create the final mix for your game. Depending on the platform, certain effects, including environmental effects, may also be applied to the busses to create that immersive experience that your game requires.
You can also use the Audio Bus structure to troubleshoot problems within your game. For example, you may want to solo specific voice, ambient sounds, or sound effects busses, to identify specific sounds or music.
The following illustration shows an example of a Master Audio Bus hierarchy that uses two preliminary busses to separate the environmental versus the non-environmental sounds and then uses several other audio busses to regroup some of the sound structures in the Actor-Mixer hierarchy and some of the music structures in the Interactive Music hierarchy.
info | Note |
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A similar hierarchy can be created at the same level under the Master Motion Bus for all the motion structures in your project. |
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