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Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

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I'm working on an MMORPG with Wwise in UE4. In the past we have been using akAmbient actors (customized) to place ambient sounds on the maps in most situations. However, this method is not very ideal in terms of workflow. Not only we have to place all sounds manually but also we have to double-check the level whenever the map designers modify it. I'm considering to change the integration mode to a more actor-based way, meaning that we should place ambient sounds as a component to existing actors, such as mesh actors or blueprints, as much as possible. This method also has its cons. Like it is more complicated to apply the multi-position mode in Wwise since you cannot just place independent actors into the map to use the function. Also, we have to frequently ask the map design team to create classes or blueprints for those objects who need a common sound, otherwise we have to place components manually on each instance of those actors in the level.

I believe there is no absolute solution for this question, but I guess there could be an industry standard or a guide that we can follow? Does anyone know how big title games deal with the ambient sounds?

Thanks in advance.
General Discussion Zhuolun Z. (930 포인트) 로 부터

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