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+1 vote

Thanks for testing out the Wwise 2021.1 Beta! Here are some resources to get you started and questions we've mapped for feedback.

Object-based Audio

Suggestions: 

  • Be aware of the new authoring setting: Enable System Audio Object.
    • This determines whether Wwise Authoring will allocate System Audio Objects and has a direct impact on the associated Game/ Engine Wwise Runtime.
  • Investigate the System Audio Device settings and meters.
  • Change the Windows Spatial Audio setting to Windows Sonic for Headphones.
  • Change your /Audio/Main Mix Channel Configuration/ to 2.0 (Headphone Panning)
  • Audition different sounds routed to an Audio Bus and change the Bus Configurations (Main Mix, Passthrough, Audio Objects, Channel Configurations, Ambisonics) and notice bus icon and metering changes.
    • Bonus: Can you reach the maximum System Audio Objects used? (as displayed in the the Audio Device Editor)
  • Switch to the Audio Object Profiler Layout
    • Audition sounds and see if you can visualize them in the Audio Object 3D View.
    • Identify the Metadata associated with an Audio Object from the Audio Object List View.
    • Add an effect to an Audio Bus and toggle the Effect Stages in the Audio Object List View for Audio Objects routed to the Audio Bus.
  • Add Metadata for a sound that changes the Mix Behavior to "Mix to Passthrough" and see the changes reflected in the Audio Device Editor for the System Audio Device. 
  • Read information about the use of Object-based Audio across other media.
  • Open the Integration Demo Project /WwiseVersion/
    • Run the Integration Demo
    • Go to Positioning > 3D Audio Object and Spatialized Bed
    • Connect to the Integration Demo from Wwise
    • Open the System Audio Device
    • Open the Master Mixer Console

 

Questions: 

  • Were you able to route sound through the Master Mixer Hierarchy to the: Main Mix, Passthrough Mix, Objects and see their respective metering in the System Audio Device Editor?
  • After working with the Master Mixer Hierarchy and Audio Object List View, can you identify the different Bus Status at a glance?
  • What was the maximum number of System Audio Objects you were able to profile?
  • Were you able to visualize Audio Objects in the 3D Audio Object View?
  • Were you able to see the changes between Effect Stages in the Audio Object List View?
  • Were you able to add custom Metadata for a non-default Mix Behavior and see the changes reflected in the Audio Device Editor for the System Audio Device?
  • Did you read anything interesting about the use of Audio Object in other media?

 

in Beta Feedback by Damian K. (420 points)

1 Answer

+5 votes
The new Bus Status visual feedback is a great addition! I remember that when I got started with Wwise I was confused about bus statuses as there wasn't much feedback in the GUI to indicate what a bus was actually doing. There seems to be a little bug where if you add/remove Metadata to a bus, its status and icon are not immediately updated - I entered a report for this.

In terms of Metadata, at first I found it a bit confusing that you can instance it on both Actor-Mixer Hierarchy containers and Master-Mixer Hierarchy busses but now that I played with it a bit more it makes sense and it looks like a very flexible solution.

Initially I didn't understand what the "Use Default" Mix Behavior meant, but I now noticed the default behaviour is driven by the Positioning settings of the container. As it seems like the System Output Metadata and Positioning settings are intertwined, I wonder if designers would find it easier if those settings were grouped under the same Positioning tab - ultimately, 3D sound settings are still related to the Positional behaviour of a sound. I can imagine though that more fields will be available for customisation in the Metadata tab in the future, so there may be reasons that I haven't considered for how it's currently set up.

Thinking about the implementation of 3D audio in my work project, I believe it would be helpful if the Metadata Mix Behaviour were available to set via an RTPC. If for example we had an Actor-Mixer container for all FPS weapons sounds in the game, it would be great if we could allow the player's weapons to use Passthrough, and all NPC/other players' weapons to use audio objects instead.

Ultimately, I think it'd be great if there was a certification course for Wwise and 3D audio: the topic is still very new, quite complex, and there isn't yet much documentation available. I believe that having a thorough course focused on it would be beneficial to lots of game audio workers.
by Francesco Del Pia (980 points)
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