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I'm trying to do a sample-accurate transition between two random containers for an automatic weapon.

The first container has short gunshots, and loops infinitely in response to a "Play" event.

A second event "Breaks" the looping container and "Plays" the second container, which has the gunshot tails.

This causes the second container to play back immediately, but I want it to wait for the last gunshot to finish playing after the "Break" event.

I know FMOD has an option to wait for a previous sound to finish before playing a new sound. Does anything like that exist in Wwise?
General Discussion Brett A. (220 포인트) 로 부터

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+4 투표
A colleague showed me how this is done and I thought I'd leave the answer in case some one else needs it.

Place both the shot and tail random containers in a sequence container set to Continuous play mode with sample accurate transitions and "Always reset playlist" checked.

Have an event "Play" the sequence to start the gunshots  - this would be the Hold Trigger event.

Have a second event - the Release Trigger event - "Break" the random container that's looping the shots. The sequence container will then do a sample accurate transition to the second container. It's this behavior that I didn't know about - breaking a container in a sequence container.

Hope that helps anyone that comes looking!
Brett A. (220 포인트) 로 부터
I've used this techniques many times and came here to see if anyone else had encountered a limitation I just discovered. My infinite loop which starts the sequence was actually two separate infinite loops in a switch container. The break event placed anywhere on the hierarchy - the switch container, the blend containers holding the two looping audio assets, and the looping assets themselves - all killed the event without triggering the next item in the sequence container. I had to approach the switch container's functionality from a new direction and place the infinite loop at a top level inside the sequence container for this technique to function correctly.
Hello everyone.

I was wondering what is the good way to implement the break event into game engines such as unreal 4. Attach it to character's animation or in blueprint/code?
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