Wwise Midi Basics: New Super Lucky Tale Foxberry Timer Musical Midi Magic!

音频编程 / 游戏音频

Hello there all you Wonderful Wwise users :)

The essential skill needed to survive game audio is the ability to problem solve. Knowing the ins and outs of your tools can mean the difference between flying blind or aiming right at your target. Last year, I was composing for the charming and playful Switch title “New Super Lucky’s Tale” when I came across a problem requiring that essential skill. The Wwise MIDI system was my solution.

MIDI has been solving problems for Game Audio Composers since the days of iMuse and Creative Labs sound cards. You may be thinking, “But, Aaron it’s 2020 and isn’t MIDI as outdated as the Keytar”? First, the Keytar is the finest instrument gifted to us by the synth gods above. Second, absolutely not and this tutorial will help show exactly how useful it still is today! If you’ve ever wondered how to utilize the power of Wwise.

The Foxberry Timer Challenge

There were a few unique challenges for designing this melody:

  • Each Foxberry Timer has a very different length.
  • That length had no set time and was determined at run time depending on how difficult the challenges algorithm calculated it to be.
  • The music can occur at any time over any melody in a wide array of musical keys and time signatures.
  • Each challenge should feel as though it is counting down in a unified way to add tension while the player collects coins.
  • The traditional Wwise music system couldn’t handle all those variables. Luckily, we had the power of Wwise and Wwise MIDI to provide the solution to each of those challenges!

This video shows my workflow from creating the melody, mocking up the bpm curves, exporting the samples from Ableton, exporting the MIDI, chopping up the samples in Reaper, importing it all into Wwise and hooking it up in Wwise using an RTPC to make it work at any time for all the different Foxberry Timer lengths.

 

 

Part 1: The Ableton Mock-up

First, I wanted to prove the system out. For this I used Ableton Live. I absolutely love working with Ableton for quick iteration and creative tasks. In this case I wrote out the full melody and mocked up the bpm ramp to perform as the RTPC would in the game. I quickly tested different curves and ensured the general sound was working in any scenario.

Then I flattened out the bpm in order to prep the samples and the MIDI. I spread out the samples only using C and G from each octave to save space on the disk. I’ve found in many cases that using two samples per octave works quite well and maximizes your time. Of course, this will depend on your samples and complexity of your instrumentation.

 

Part 2: Reaper for Editing and Exporting

Once I had the mock-ups, I pulled the files into Reaper to prep the samples. Why didn't I edit straight from Ableton? Well, Ableton editing is… tedious to say the least and the faster I can achieve my goals the faster I can express the creative ideas in my brain. The quicker the workflow, the more creative I can be. Reaper is lightning fast at cutting up and exporting files while keeping specific naming structures. Once I chop it up using dynamic split I then export the files from Reaper’s region manager and wildcards. This ensures all the files uniformly edited, prepped and named to make it much easier to map in Wwise.

 

Part 3: Wwise for In-Game usage

I import the Reaper files into Wwise to set up the MIDI music system. The system is one that I created using blend containers to hold all the samples. I use the MIDI keymap editor to map all of my files to different MIDI key ranges so they trigger correctly within Wwise. After which, I pull in the MIDI tracks and map it to the blend container to play the samples. Finally, I set the RTPC to playback speed to control the speed of the MIDI track.

After all that, the MIDI music will trigger, the playback speed of the MIDI will be tied to the RTPC speed which can ramp up as the challenge is closer to being over and the MIDI will trigger notes that stay in key because playback speed won’t affect the pitches.

 

Tip: Speeding up the Process Using WAAPI

After posting this Youtube video the MIDI magician Bernard Rodrigue made a post showing how to use WAAPI to MIDI keymap a Blend Container in 5 seconds with WAAPI. Source code and instructions on GitHub. This is a GIGANTIC workflow enhancement compared to the manual process. Definitely go check this out to save yourself tons of time.

 

For more MIDI videos: 

Connecting a MIDI Controller 

 

 

 

 

 

Importing MIDI Files

 

Finale: Wrapping it all up

If you've ever considered using Wwise MIDI this will be a perfect resource as a basic guide on triggering your music in Wwise for the music of your game. I’m sharing this to help the community use this powerful tool because you are all wonderful audio people and I sincerely hope this information injects some MIDI power into your musical workflows. If you create something awesome with it, please reach out on social media and share your own MIDI magic :)

Aaron Brown

AARON BROWN SOUND

Aaron Brown

AARON BROWN SOUND

Since 2007 Aaron has created audio experiences with industry juggernauts including LucasArts, Playful, Epic, Electronic Arts, Activision, Naughty Dog, Twisted Pixel, Starbreeze, Raven and notable mobile gaming developers. During his career he has been fortunate enough to have contributed his skills to some video games that have won audio awards including Uncharted 3 and The Force Unleashed 2. Aaron has also done composition, sound design and implementation in VR with titles such as Path Of The Warrior, Lucky’s Tale for Oculus, Robo Recall for Oculus and multiple projects for Starbreeze. He also focuses on doing what he can to build a better sound community. He currently lives in Austin where he runs the Austin Game Audio Meetups, hosts gatherings at Mosaic Sound Collective and is on the AES Central Texas Board.

 @aaronbrownsound

评论

留下回复

您的电子邮件地址将不会被公布。

更多文章

十条你得知道的 Wwise Launcher 用法(2019 版)

注:本文基于 2018 年初在 Audiokinetic 公众号上发表的文章《十一条你可能不知道的 Wwise Launcher 用法》,由作者针对软件更新做了改动,不影响操作的截图沿用旧版本。...

15.7.2019 - 作者:李北南

人人都能用 WAAPI(一)概述

大家好,我是溪夜。 去年下半年我接触到了 WAAPI(Wwise Authoring API),作为头脑不怎么灵光的非专业程序员,看到 WAMP、JSON...

29.9.2020 - 作者:汪洋

《FINAL FANTASY VII REMAKE》背后的声音设计

《FINAL FANTASY VII》的音乐受到很多人的喜爱,多年后推出的重制版再度赢得新生代粉丝的青睐。最近,我们有幸与 Square Enix 音频团队进行了广泛深入的交流,探讨了《FINAL...

18.5.2021 - 作者:SQUARE ENIX

利用 Wwise 设计基于循环的汽车发动机声音 | 第 2 部分

欢迎继续阅读本系列博文,了解如何在 Wwise 中配置和设计基于循环的汽车发动机声音。在第 1...

22.2.2022 - 作者:阿托•科伊维斯托 (Arto Koivisto)

Tell Me Why | 音频日志 – 第 4 部分:混音和母带制作

《Tell Me Why》已在 Xbox 和 PC 上发布,并且完全支持 5.1...

29.6.2022 - 作者:马休•菲奥伦蒂尼 (Mathieu Fiorentini)

结合使用 Strata、Wwise 和 Unreal 构建沉浸游戏体验

在这篇博文中,我们将深入探讨如何使用 Strata 进行互动设计。为此,我们要在 Unreal Engine 5 工程中结合 Wwise...

31.5.2023 - 作者:蔡斯•斯蒂尔 (Chase Steele)

更多文章

十条你得知道的 Wwise Launcher 用法(2019 版)

注:本文基于 2018 年初在 Audiokinetic 公众号上发表的文章《十一条你可能不知道的 Wwise Launcher 用法》,由作者针对软件更新做了改动,不影响操作的截图沿用旧版本。...

人人都能用 WAAPI(一)概述

大家好,我是溪夜。 去年下半年我接触到了 WAAPI(Wwise Authoring API),作为头脑不怎么灵光的非专业程序员,看到 WAMP、JSON...

《FINAL FANTASY VII REMAKE》背后的声音设计

《FINAL FANTASY VII》的音乐受到很多人的喜爱,多年后推出的重制版再度赢得新生代粉丝的青睐。最近,我们有幸与 Square Enix 音频团队进行了广泛深入的交流,探讨了《FINAL...