CHAPTER 08 B – Armour: Enemy Entities

Created By: Game Audio Resource Ltd     Date: 08/08/2019      Version: 2.00

In this guide we will implement generic segmented armour audio assets to trigger when the enemy Knight moves.

Guide Steps:

  • STEP 01: Wwise Hierarchy
  • STEP 02: Test & Integrity Report

Task Time Needed: 1 Hour


Video Guide


Written Guide 

Chapter 08 A – Step 01
Wwise Hierarchy

In this step we will assign Armour movement assets to play with the enemy knight footsteps
TIP: This process can be duplicated for all enemy entities

Hierarchy:

  1. Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Default Work Unit > Armour.
    Right click, then select New Child > Actor-Mixer.
    Name it Armour_Segmented
  2. Select the Actor-Mixer, then in the Property Editor > General Settings tab assign the Output bus to Armour
  3. Right click the new Actor-Mixer, then select New Child > Random Container
    Name the container Armour_Segmented_Fast
  4. Now drag in One-Shot Armour Segmented audio assets.
    In the import window, place them under the hierarchy SFX > Armour > Segmented.

Attenuation:

Now we will add a generic set of attenuation’s for 3 sizes.

  1. In the Project Explorer > ShareSets tab Copy all 3 Footstep (Large, Medium, Small) attenuation’s.
    Then place the 3 attenuation’s under: Attenuation’s > My Cube > Armour work unit.
  2. Rename Footstep to be Armour for all 3 attenuation’s.
  3. Open the Armour_Small attenuation
    Change the Max Distance to 40
    Then remove one points in the graph.
    Then change the remaining point on the graph line to Distance 10, Output Bus volume 0.0
    Right click the graph line, select the curve Logarithmic Base 3
  4. Open the Armour Medium attenuation
    Change the Max Distance to 50
    Then remove one points in the graph.
    Then change the remaining point on the graph line to Distance 10, Output Bus volume 0.0
    The Curve line should already be set to Logarithmic (Base 3)
  5. Open the Armour Large attenuation
    Change the Max Distance to 60
    Then remove one points in the graph.
    Then change the remaining point on the graph line to Distance 10, Output Bus volume 0.0
    Right click the graph line, select the curve Logarithmic Base 3
  6. Now we can assign the Armour medium attenuation to the Armour_Segmented hierarchy
    Return to the Project Explorer > Audio Tab > Then select the Armour_Segmented Actor-Mixer.
    Then in the Property Editor > Positioning tab.
    Then under Listener Relative Routing > 3D Spartialization, change the drop-down list to Position + Orientation.
    Under Attenuation, assign the new attenuation
    My Cube > Armour > Armour_Medium.
  • TIP: When the Knight entity moves in game, it should trigger the armour movement assets on its location and attenuate correctly depending on the distance away from the player character.

Event:

  1. In the Project Explorer > Events tab find the event Foot_Knight
    Select the event. Then in the Event Editor, right click the list, then Select New Action > Play
  2. With the event properties displayed, return to the Project Explorer > Audio tab.
    Drag the Armour_Segmented_Movement_Fast Random Container onto the new Play action.
  3. Save Your Wwise Project Updates, then Generate the sound banks.

If you have added the hierarchy for the Knight to play footstep assets, use the transport control to balance the footsteps and armour movement Foley together.

Chapter 08 A – Step 02
Test & Integrity Report

This step is to quick check our Wwise updates are correctly working in game

  1. Boot up the game and connect Wwise
  2. Change Wwise to the Profiler Layout.
  3. Load a single player map, then wait for the Knight entity to spawn.
  4. Once the knight has spawned, add any balancing changes you wish to add. E.g. pitching, volume.
  5. Close the game.
  6. Save your Wwise project updates. Then generate the sound banks.
  7. Finally, to ensure the data is correctly set up, run a Wwise integrity report.
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