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Wwise SoundSeed® Impact

(See the Wwise SoundSeed Impact Properties below.)

Wwise SoundSeed® Impact is a real-time audio effect plug-in that allows you to do the following:

  • Transform model parameters by operating directly on detected resonance characteristics.

  • Synthesize output sound using the transformed model.

The Wwise SoundSeed Impact plug-in relies on the following data elements created using the SoundSeed Impact Modeler standalone application.

  • Residual sound: The noisy portion of the original source saved as a PCM WAV file.

  • Model parameters: A very compact SSM file that holds resonance information in the form of various parameters.

For more detailed information, please refer to the SoundSeed Impact Modeler Help.pdf found in the Modeler package you can download from the Audiokinetic website.

[Caution] Caution

The Modeler will not work without the Microsoft Visual C++ 2005 Redistributable Package SP1.

Using this plug-in, you can transform the model parameters by manipulating the following three characteristics of a resonance mode:

  • Frequency (Hz)

  • Magnitude (dB)

  • Bandwidth (Hz)

The following illustration shows the three characteristics that define the overall shape of a resonance mode.

[Note] Note

All of these properties can also be mapped to Game Parameters using RTPCs. Note that any changes made to parameter values via an RTPC will only be applied at the next playback of the object instance.

The SoundSeed Impact plug-in can be used like any other Wwise audio effect except the following limitations apply:

  • Only mono files are supported (SoundSeed Impact Modeler will only generate mono files).

  • Can only be inserted on objects contained in either the Actor-Mixer or Interactive Music hierarchies. It cannot be inserted on busses in the Master-Mixer Hierarchy.

Wwise SoundSeed Impact Properties

Interface Element

Description

Inclusion

Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations.

When this option is unselected, the property and behavior options in the Property Editor become unavailable.

Name

The name of the Effect instance.

Effect instances are a group of effect property settings. They can be one of two types: custom instances or ShareSets. Custom instances can be used by only one object, whereas ShareSets can be shared across several objects.

Effect

The type of effect.

Shared by (Used by)

A list of objects that currently subscribe to the selected ShareSet.

This field is called “Used by” when editing a custom instance of the Effect.

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

Returns the Effect property settings to their default values.

This option is only available when editing a custom instance of the Effect.

Notes

Additional information about the Effect.

Effect Settings

Model

File

Displays the filename of the currently loaded Model parameter file.

(Browse)

Opens a load dialog box, where you can browse to and select the Model parameter file (.ssm) that you want to load.

You can also drag model files directly from Windows to load them in Wwise.

Quality

A value indicating the percentage of analysis modes to preserve in the synthesis. Synthesis using lower percentages may yield less audio fidelity but increases performance of the synthesis algorithm. A value of 0% means that the minimum number of modes is preserved and a value of 100% means that all modes are preserved.

Default value: 100
Range: 0 to 100
Units: Percent

 

Frequency Stretching

Applies frequency stretching to the model file. When selected, the corresponding properties become available for editing.

Frequency stretching changes the center frequency of the resonance frequencies. This is often perceived as changing the size of the resonating object.

Amount

Defines the amount by which the mode's center frequency is modified. It is measured as a percentage of an octave, where 100% corresponds to 1 octave up or a doubling in the frequency, and -100% corresponds to 1 octave down or a halving in frequency.

Default value: 0
Slider Range: -400 to 400
Input Range: -800 to 800
Units: Octave Percent

Variation

An offset, both positive and negative, applied to the Amount value. This creates a range of values from which the Amount % value is taken each time a new instance is played creating a kind of randomness.

Default value: 0
Slider Range: 0 to 400
Input Range: 0 to 800
Units: Octave Percent

 

Bandwidth Stretching

Applies bandwidth stretching to the model file. When selected, the corresponding properties become available for editing.

Bandwidth stretching changes the width of the resonance frequencies. It affects the damping of resonance which often simulates a different stiffness of the resonating object.

Amount

Defines the amount by which the mode's bandwidth is modified. It is measured as a percentage of an octave, where 100% corresponds to 1 octave up or a doubling in the bandwidth, and -100% corresponds to 1 octave down or a halving in bandwidth.

Default value: 0
Slider Range: -400 to 400
Input Range: -800 to 800
Units: Octave Percent

Variation

An offset, both positive and negative, applied to the Amount value. This creates a range of values from which the Amount % value is taken each time a new instance is played creating a kind of randomness.

Default value: 0
Slider Range: 0 to 400
Input Range: 0 to 800
Units: Octave Percent

 

Magnitude Scaling

Applies magnitude scaling to the model file. When selected, the corresponding properties become available for editing.

Magnitude scaling allows for an amplitude weight to be applied to harmonic content. This naturally simulates different strike positions on the resonating object.

Variation

An offset, both positive and negative, applied to the magnitude value of each mode. This creates a range of values from which the magnitude is taken each time a new instance is played creating a kind of randomness.

Default value: 0
Range: 0 to 96
Units: dB

 

Residual gain

Controls the importance of the residual sound pass-through. It is essentially a gain control on the unfiltered residual component to be added on top of the filtered resonance. This is useful to control the relative importance of the noisy part of the resynthesis spectrum, for example.

Default value: -96
Range: -96 to 0
Units: dB

Output gain

The amount of gain applied to the synthesized sound.

Default value: 0
Range: -24 to 24
Units: dB


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