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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 sound Shot. There are also regions specific to the reloading and handling of each weapon. They are set to render from the Foley Composite track.
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 WWII Firearms, the track source for this region is named Shot. Each firearm has six unique Composite regions named Shot 01 to Shot 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: In the WWII Firearms projects, to facilitate layup and/or synchronized playback and preserve the timing of layers, all regions have the same starting point for each Shot. 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 point of an individual Shot. Note that all of the regions share a starting point, which results in 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. |
Each <WeaponName> subproject also contains a set of designed tracks with items that layer to create the unique reload and other handling sounds of each weapon. The track layers and names are similar across all the weapons in the collection.
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 them.
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