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2024.1.0.8669.390

2024.1.0.8669.390

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The Village

The Village is comprised of a variety of areas, allowing you to explore different ways to author sounds in realistic environments.

The Coastline

The coastline forms the perimeter of the WAL island. It offers two scenarios:

  • The ocean sound, simulated using a multipositioned radial emitter. The radial emitter is an ideal choice in this case because it can be positioned to conform with the meandering shoreline. The ocean sound thus surrounds the listener differently depending on the listener's location on the map. The multipositioned quality of the emitter also provides a more realistic representation of obstruction when there are buildings between the ocean and the listener. The ocean sound will never be completely obstructed by a single building, for example.

    infoNote

    With radial emitters, it's preferable to leave the Spread curve in the Attenuation Editor set to None. Spatial Audio will automatically calculate the spread, taking into consideration the radial emitter's radii sizes and the multipositioning data.

  • The mountains on the surrounding islands create early reflections. An AkSpatialAudioVolume encompassing the whole WAL map acts as a Spatial Audio Geometry, which is used for calculating spatial audio properties. Sounds enabling early reflection reflect on the volume's walls simulating early reflections on the mountains of the surrounding islands.

The Town Square

The Town Square is an area of the WAL island that resembles a small city. It is comprised of a number sidewalks and buildings; some of which can be entered. The following scenarios can be observed in the Town Square:

  • A series of buildings whose outside walls demonstrate diffraction and early reflection.

  • A couple of buildings that can be entered. These use different Room and Portal configurations, indoor geometries with diffraction and reflection, and Room tones.

  • Alleys using Rooms and Portals.

  • An outdoor ambience using a radial emitter.

    infoNote

    While the soccer fields and the fountain area use AkAmbienceZones to define their ambience, the town requires a radial emitter instead. This is necessary to achieve the desired effect in consideration of the Rooms encompassed by the town. When entering the various buildings, a radial emitter ambience diffracts on Portals, and once you're inside, transmits through the building's walls.

    The town ambience could have been integrated as a Room tone, by placing a Room around the entire town area. The problem with this approach, in the context of the Village map, would have been the ocean sounds. If the town were designed as a Room, the ocean sounds would transmit through its invisible walls and wouldn't diffract on the various buildings of the town. The radial emitter is, therefore, the best solution for this scenario.


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