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Regions in the Historical Firearms Collection

In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite Shot sound.

Composite Region

The Composite region represents a mix and complete duration of Layers of a sound combined. It is the top level of the hierarchy of the layers of a sound and in the case of Historical Firearms, the track source for this region is named Shot. Each firearm has six unique Composite regions named Shot 01 - 06.

Each Shot has regions for each Layer that combine to form the composite Shot:

  • L1 Body

  • L2 Mechanic

  • L3 Transient

  • L4 Punch

  • L5 Tail

These regions are directly related to the tracks that form the layers and specify the duration of each layer to render. Regions are pre-assigned to render the corresponding layers in the Region Render Matrix.

[Note] Note

In the Historical Firearms project, in order to facilitate layup and or synchronized playback and preserve the timing of layers, the regions all have the same starting point for each individual Shot, even though this results in a short silence at the start of some Regions.

The following image shows a typical shot in a firearm project. Notice how the colors relate layers to regions.

Tracks that constitute the layers of a Shot.

Items that contribute to the individual Shot layers.

Regions that define the layer start and end of an individual Shot. Note that all of the regions share a start point, which results in some leading silence in some layers.

Regions for a Shot displayed in timeline lanes.

Regions for a Shot in the Region/Marker Manager. Note the start times, colors, and Render Matrix Assignments.

Track Layers without Regions

The Cinematic Layer and Additionals Layer do not have regions associated with them, and both are muted by default. These layers are available to use for custom sound creation. Because we cannot predict how you will incorporate these layers or how long the custom sounds will be, you must set up regions as required if you use these layers.

Regions in the Handling Subproject

The Handling subproject is different than the other Historical Firearms subprojects. It contains Foley sounds for the various classes of Firearms in the collection:

  • Pistol

  • Rifle

  • Revolver

  • Muzzleloader

  • Breechloader

It is also organized differently from the firearm projects.

The Foley consist of realistic, authentic recordings of the various classes of weapons. To accommodate the reality of video games, where reloading is often time dilated, regions for the longer reloads include Start and Stop regions to facilitate integration with variable-time reload animations.


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