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The creative sound design process for magic and spell casting effects begins deep within your own imagination. From there it extends from sound, to the microphone, eventually ending up in the sound library where it can be assembled in a digital audio workstation as the basis for the creation of fantastical effects. A further step in this process is how the content is prepared for the eventual implementation. Creatively combining, recombining, and dynamically manipulating sounds within the authoring application using game parameters is a working methodology that leverages the inherent interactivity of games as a medium. Coupled with the power of synthesis, LFO, and Envelopes, the potential for the dynamic interaction between gameplay and game sound can make a sound designer's dreams come true.
Throughout this chapter we have:
Learned about summing and layering with the blend container.
Changed perspectives based on distance using RTPC.
Discussed the application and modification of effects.
Created a Wwise Synth One element.
Stepped through the process of:
Recombining sounds using the blend container.
Using effects.
Employing Real Time Parameter Control (RTPC).
Leveraging blend tracks as part of a distance based perspective model.
Creating a Modulator Envelope ShareSet.
Also touched on:
Effects chain ordering.
Audio bus sub-mixing of effects.
Modulator LFOs.
Throughout this section we have created the following objects:
A blend container called magic_blast_fire_distance_blend that uses a distance game parameter to Crossfade between different perspectives of magic blast sounds.
A Wwise Synth One element that augments the audio content in magic_blast_fire_blend.
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