CHAPTER 10 B – Body: Impact

Created By: Game Audio Resource Ltd     Date: 14/08/2019      Version: 2.00

In this guide we will add a basic hierarchy structure to play a body impact every time the player character takes damage.
NOTE: for any enemy entity that you may choose to set up using this guides steps, you will need to also assign an attenuation to the new hierarchy.

Guide Steps:

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

Task Time Needed: 30 mins


Video Guide


Written Guide

Chapter 10 B – Step 01
Basic Hierarchy Structure

This Process can be used for either the player character or any entity type.

Hierarchy

  1. Navigate to the Actor-Mixer Hierarchy Body Wwise Work Unit.
    Right click then select, New Child > Actor Mixer.
    Name it: Body_Impact.
  2. Select the Actor Mixer, then in the Property Editor > Output Bus, assign to SFX > Body
  3. Right click the Actor Mixer, then select New Child > Random Container.
    Name it: Body_Impact_Leather_Player
  4. Drag in associated one-shot body impact audio assets to the Random Container.
    Place them under the path: SFX > Body > Impact > Leather

Event

  1. In the Project Explorer > Events tab, locate and select the Pain event.
    Then in the Event Editor > List right click, select New Action > Play
  2. Navigate back to the Actor-Mixer Hierarchy Body_Impact_Leather_Player Random Container, then drag it onto the new Play Action line.
  3. Save Your Wwise Project updates and generate the sound banks.

At this point you could also add duplicated uniquely named hierarchy for other enemy entity types, using this steps guide.
Associate the new hierarchy with the entity types Pain vocal event.

Chapter 10 B – Step 02
Test & Integrity Report

We shall now test our updates

  1. Boot up the Cube game and connect Wwise to the game.
  2. Change to the Wwise Profiler Layout.
  3. Load a single player map.
  4. Once enemies have spawn, allow the player Character to be hit (triggering the Pain vocal event) the Vocal + Body Impact content will then be triggered.
  5. Add any balancing changes you wish to add
  6. Close the game
  7. Save your Wwise Project updates, then Generate the sound banks.
  8. Finally, run a Wwise Integrity Report to validate your Wwise data updates.
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