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  1. questionCRASH when you display the Game Object 3D Viewer or the Game Object Profiler Layout.
    CRASH when you display the Game Object 3D Viewer or the Game Object Profiler Layout. If Wwise crashes when you display the Game Object 3D Viewer or the Game Object Profiler Layout, it may be the result of incompatible and outdated Video Drivers. Go to your Video Card manufacturer's website, ...
  2. questionForcing Wwise Objects in the Transport
    How can I edit different Wwise objects without loosing my selection in the transport control? To force a Wwise object in the transport, you can use the "Pin" option. Once a Wwise object is pinned in the transport, you can single or double-click any other Wwise object without changing your trans ...
  3. questionDoes Wwise provide “Mixer templates”?
    Not directly, however the "State" game syncs mechanism can be used as your "Mix templates". In the Game Syncs tab, simply create a State group (i.e. MixTemplate) and the different states you need (i.e. Template 1, template 2, etc.) inside this state group. Then, you just have to "subscribe" you ...
  4. questionPlayback instance limits (including global limits)
    Wwise offers a "Limit sound instances" option in the Advanced Settings tab of Wwise objects such as sounds, containers and music segments. It allows you to specify the maximum number of instances of a particular sound that can play simultaneously on a single game object in the game. This settin ...
  5. questionPlaying an audio object at a specific RTPC range or value
    This assumes you have read the following article: Controlling audio content using RTPC's By modifying the above example slightly, a Wwise object can be played when a specific RTPC value or range is reached. For this example, we want a looped warning type sound to be played when the “Crash_I ...
  6. questionCreating Doppler effects with Wwise
    Creating Doppler effects with Wwise There is currently no built-in Doppler effect in Wwise. You can however create Doppler type effects by applying RTPC (Real Time Parameter Control) to the pitch of a Wwise object contained within the Actor Mixer Hierarchy, based on the relative speed of the g ...
  7. questionManaging Low Pass Filter Values
    The Low Pass Filter (LPF) is a recursive filter that attenuates high frequencies. It can be applied to Wwise objects and busses at all levels within your hierarchy. It can also be used to help define the radius and cone attenuation of your object positioning. To maintain performance, Wwise doesn ...
  8. questionUsing Multiple States to Affect Sounds
    States are a great way to alter the properties of sounds to reflect the changes that are occurring in game. For example, you can modify the properties of your sounds by creating a "Stun" state when a grenade goes off nearby, or a "Teleport" state when a character is teleporting from one locatio ...
  9. questionBUG: Real-time Effect is Layered on Top of Rendered Effect When Connected to a Game
    Bug Description: If you apply a rendered effect to a parent object, such as an Actor-Mixer, that contains one or more sounds, a real-time version of the effect will be applied on top of the rendered effect when you are connected to the game, making the effect appear twice as strong as it should ...
  10. questionThe Interactive music transition tester is not always working
    This is a know issue in all currently available versions of Wwise that the transition tester does not simulate properly all transitions for Music switch containers. The workaround for now is to simulate transitions in Wwise authoring application by simply playing the music in the transport and s ...
  11. questionCompressor / Expander / Peak limiter overview
    Dynamics processing plug-ins provided with Wwise include: Wwise Compressor Wwise Expander Wwise Peak Limiter This document provides a quick overview of the behavior of these plug-ins, the signification of their parameters, general remarks, etc. Comp ...
  12. questionIs there a Divergence setting I can use so 3D positioning is more realistic?
    What you are looking for is the Spread curve, which is available in the Attenuation Editor and varies over distance. It can make a sound "big" when the listener is close and "small" (or "point source") when it is far. See related articles below for more information.
  13. questionHow to play 2D sounds (i.e. without positioning/spatialization) that are attenuated with distance
    In Wwise you can enable/disable “Spatialization” on each container/sound in the hierarchy when using 3D positioning. When spatialization is disabled, sounds are not positioned “around” the player (the sound is played in the channels that were defined in the source WAV file), but distance attenua ...
  14. questionWhen the game must choose between multiple variants of a sound (for example footsteps on different ground materials), should I create separate events or a single event with switches?
    Footsteps on different ground materials are a classic example of switch usage in Wwise: You have a single "Footstep" event that plays a Switch Container that will play the appropriate sounds based on the current "GroundMaterial" switch. A more complex version of this would have additional level ...
  15. questionWhat is the best way to support scrubbing within Wwise for FaceFX?
    At the moment, it is probably easier to simply bypass Wwise for the FaceFX UI and let it use DirectSound or OpenAL directly. During gameplay, you can rely on notifications from Filename Markers (enabled through the Conversion Settings dialog) to match the audio to the appropriate lip sync file.
  16. questionDoes Wwise provide support for integrating a lip-sync solution?
    To integrate your lip-sync solution I would suggest using our marker notifications. This is usually the most efficient way to do it. Markers are identifiers that are inserted in an audio file and used to tag a position within the file. These markers can be created using most 3rd party audio edit ...
  17. questionIf you have a Mono source wav and try to play it as a positional sound on a game object with a Stereo Spread in the attenuation what does Wwise do?
    It will position your source where you want it, and the spread factor will make it appear more or less wide (equally on each side of its actual position). Again here 100% spread means that your mono emitter will spread the whole circle (within which the listener lies), and 0% spread means a poin ...
  18. questionInteractive Music: Tempo Map
    Wwise does not currently support tempo map inside a single segment. But, using the interactive music hierarchies and transition mechanisms, the composer has all the necessary workarounds to easily get around this limitation. Looking at tempo map in general: Since the music files are “rendered”, ...
  19. questionControlling audio content using RTPC's
    This article explains how Real-time Parameter Controls can be used to determine what audio elements are played by a container in your Wwise project. For the purposes of this article, we will use an RTPC, called “Crash_Intensity” to determine the impact level of car crash sounds played within a ...
  20. questionMost shortcuts are disabled in the Game Object 3D Viewer
    Most of the keyboard shortcuts don't work when the Game Object 3D viewer has the focus (the title bar is in pale gray). To get access to the shortcuts, give the focus to another view before executing the shortcut. The available shortcuts for the Game Object 3D viewer are the one affecting this v ...
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