Loading Banks
The AK::SoundEngine::LoadBank() method might return AK_Fail even if the low-level IO's base and language-specific paths have been properly set. This error's most common cause is that certain plug-ins have not properly been registered. Indeed, if a game loads the initialization bank of a projec ...
Resetting Default Property Values
You can quickly reset a property value to its default setting by Ctrl+clicking the property’s text box or slider. For example, if you Ctrl+click the Pitch text box or slider, the property value will return to its default value of 0. If you Ctrl+click the Volume text box or slider, it will return ...
Tone Generator: Resolving Clicks with Pure Tones
You may notice that there are clicks when transitioning between a one-shot, unlooped pure tone created by the Tone Generator and other sounds. To avoid the clicks, apply a 5ms fade in and fade out to the tone. This will add 10 ms to the overall duration of the tone, but will remove any clicking ...
Compressor or Expander does not seem to kick in as prescribed by its threshold parameter
Problem : Compressor/Expander does not seem to kick in as prescribed by its threshold parameter Explanation : Compressor threshold parameter is in fact a threshold per channel. In unlinked mode this has no implication as each channel is processed independently. In linked mode, the Compressor/E ...
Associating Low Pass Filter Values with their Corresponding Cutoff Frequencies
In order to save CPU usage at runtime and to use the same model for low pass filter that we are using for Volume, Pitch and LFE (which is relative through the hierarchy), the low pass filter property has been “normalized” between 0 and 100. Imagine a sound structure with a sound and a container ...
Positioning Information Can be Reset in Certain Cases
When performing the following tasks, you may lose or reset the original positioning information that you set: Moving a sound (Voice or SFX) out of a container Copying a sound from a container Saving a preset of a sound located in a container For example, if you import a sound as a top-level ...
Playback Limit and Priority: Use Case Scenarios
The following use cases will demonstrate how the Playback Limit and Playback Priority features work in Wwise. For the purposes of these use cases, the following sound structure will be used: Use Case 1 Scenario: Play Sound 1. Play Sound 1. Result: The older instance of Sound 1 will be sto ...
Limitations and Restrictions with Trigger Rate Transitions
Trigger rate transitions define a rate at which sounds within a random or sequence container will be triggered. By creating a steady stream of sounds one right after the other, you can simulate many different types of rapid-fire sounds, including machine gun fire. Although this type of transiti ...
Kill Voice Option Doesn't Kill Continuous Container
If a sound within a continuous container falls below the volume threshold and the option is set to Kill voice, only the current sound is killed, and not the container itself. When the current voice is killed, the next voice scheduled to play will be tested to see if its volume is below the thres ...
Enlarging the Horizontal Sliders
If you are having trouble selecting the horizontal sliders that are used to adjust property values, you can click and hold the mouse button in the associated text box to display the larger version of the slider, which is called the Super Slider. It takes slightly longer for the Super Slider to ...
Organizing Objects to Save Memory
To help optimize memory usage, here is some useful information about organizing objects by properties. It is good practice to organize your sounds under a common actor-mixer or container to share the following: Positioning Randomizers States RTPCs Less memory will be used if you apply these ...
Creating a Temporary Loss of Hearing Effect
Scenario Let's say you are creating a first-person shooter game where the player experiences a temporary loss of hearing when a flash-bang grenade goes off nearby. How can I temporarily affect all sounds to imitate this type of effect? Solution The best way to achieve the “temporary loss of hea ...
Add Silence Probability to Random Container
Scenario Let's say you have a random container with three sounds (“Hit1”, “Hit2” and “Hit3”), but in some cases, you want nothing to be played instead of one of the sounds. In this case, you can create a "silence source" within your container and use the Weight property to determine the probabil ...
Some Keyboard Shortcuts Don't Work in Non-Active Views
Since the floating Randomizer and Transport views never become the active view, the Expand/Collapse view or Close view keyboard shortcuts don’t work for these views. You can, however, use the Expand/Collapse and Close icons located in the title bar of each view.
Multiple Listeners: Use Case Scenarios
The following use cases demonstrate how you can use the multiple listener functionality to achieve certain effects in your game. Use Case 1: Forcing Panning to Follow Split Screen Position Let's say you have multi-player car racing game that supports two players. The screen splits vertically s ...
Differences Between Importing and Replacing .wav Files
When importing audio files into Wwise, you can do any one of the following: Import new audio files Replace existing audio files Import localized versions of audio files By default, Wwise creates a new Sound object each time you import an audio file. However, there will be times when you do ...