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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 reload and handling of each weapon. They are set to render from the Foley Composite track.
The Composite regions represent 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 Sci-Fi Weapons, the track source for this region is the region track that represents the sum of a set of layers. Each weapon has multiple unique Composite regions.
Each Shot has regions for each layer that combine to form the composite Shot:
L1 Body
L2 Mechanic
L3 Transient
L4 Punch
L5 Tail
L6 Synthetic
These regions are directly related to the tracks that form the layers and specify the duration of each layer to render. Regions are preassigned to render the corresponding layers in the Region Render Matrix.
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In the SciFi Weapons project, 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. Wwise has a function that can exclude the silence from the beginning of these sounds and replace it with a delay. |
Due to the flexibility of editing the sounds with the Weapon Size control track, the duration of the regions is set up to allow for the variation in length that the Weapon Size might induce.
REAPER has a limitation on the size of the region layout above the timeline; it can display a maximum of seven regions simultaneously. Consequently, in the Sci-Fi Weapons collection, the Composite regions found in the Region Marker Manager might be obscured in the display of the regions above the timeline.
Region lane display is limited to a maximum of seven regions vertically stacked. Consequently, not all regions defined in the Region Marker Manager in box are visible. | |
All regions that are defined at this point on the timeline. Notice that some are not displayed in the lane view in box . |
The following image shows a typical shot in a weapon 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. Because the length of a sound can vary depending on the Weapon Size control, the regions are set up to accommodate their length with the Weapon Size set to its maximum. |
Regions for a Shot in the Region/Marker Manager. Note the start times, colors, and Render Matrix assignments. |
Leveraging the liberty that designing an entirely fictional sound collection affords, the collection has a parameter that allows the scaling of weapon sounds to match a desired size. The Weapon Size control track allows rapid iteration of the weapons. This track controls multiple preassigned tracks and plug-in parameters simultaneously, using functionality provided with REAPER and set up by the Strata designer. It is a powerful track that allows for significant change in the sound of the weapon.
The Weapon Size control track provides a timeline envelope control and can be edited and automated.
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