Created By: Game Audio Resource Ltd Date: 14/08/2019 Version: 2.00
In this guide we will set up a basic hierarchy structure so that when the player character lands from a high height an impact sound will be played.
Note: The event used is hardcoded and attached to all entity types.
Normally we should not use this kind of event. However, we can add a few steps to allow it only to be heard on the player character.
(using the same unique attenuation we used for the Chapter 09 A vocal land & Jump Content)
Also Note, the event is only called when the player character has been in the air for A certain duration of time.
Guide Steps:
- STEP 01: Wwise Hierarchy Structure
- STEP 02: Test & Integrity Report
Task Time Needed: 1 Hour
Guide Video
Written Guide
Chapter 10 C – Step 01
Basic Hierarchy Structure
In this step we will set up a basic Hierarchy structure.
We will use the switch Material; however, the material type will not work perfectly. The last called footstep material by the game, will be what material type will be triggered when the player character lands.
For example: if you jump off of a stone floor texture tile and land on a grass material texture tile, stone material will be called from the land hierarchy.
Hierarchy
- In the Project Explorer > Actor-Mixer Hierarchy, navigate to the Body Wwise Work Unit.
Right click then select New Child > Actor-Mixer.
Name it: Body_Land - Select the Actor Mixer, then in the Property Editor assign the Output Bus to SFX > Body.
- Right Click the Actor Mixer, then select New Child > Switch Container.
Name it: Body_Land_Human_Leather_Player - Select the Switch Container, then in the Property Editor, Switch > Group. Assign the following path: Switch Groups > Default Work Unit > Material
- Right click the Switch Container, then select New Child > Random Container.
- Copy and paste the Random Container so that you have 11 individual Random Containers.
Name each Random Container individually: Concrete, Grass, Gravel, Metal, Pebbles, Sand, Stone, Tile, Undergrowth, Water, Wood. - Drag in associated one-shot body land audio assets to each associated Random Container.
Place them under the Path: SFX > Body > Land > Leather
Assign Switch
- Select the Switch Container (Body_Land_Human_Leather_Player), then in the Content Editor, assign the Material type Random Containers to the Assigned Object material types.
- Set the Default Switch/State to: Concrete
Positioning
- Select the Body_Land_Human_Leather_Player Switch Container, navigate to the Property Editor > Positioning tab.
Tick Override Parent
Under Listener Relative Routing > 3D Spatialization > In the drop-down menu select Position + Orientation
Then under Attenuation assign the following path:
My Cube > Vocal > Vocal_Player_Jump_Land - Open the attenuation to confirm a very small attenuation scale has been set.
Event
- In the Project Explorer > Events tab, locate and select the event Land.
- In the Event Editor > List, right click, select New Action > Play.
- Navigate back to the Actor-Mixer Hierarchy > Body_Land_Human_Leather_Player Switch Container. Then drag it onto the Events new Play Action line.
- Save your Wwise Project updates and Generate the Sound Banks.
You could also set up extra hierarchy under the Body_Land Actor Mixer using the Body_Impact assets to add more drama to the land overall sound.
e.g. you could add extra 2 play lines to the event. One with no delay and one with 0.1 delay. To highlight the weight of each footstep.
Chapter 10 C – Step 02
Test & Integrity Report
In this step we will test our Wwise data updates
- Boot up the Cube game, then connect Wwise to the game.
- Change to the Wwise Profiler Layout.
- Move the player character onto an elevate ledge.
- Order the player character to JUMP Off the ledge.
If the ledge is high enough, the Land event will then be called when the Player Character lands on the ground. - Add any balancing updates you wish you add.
- Save your Wwise Project Updates, then Generate the Sound Banks
- Finally Run a Wwise Integrity Report to validate your Wwise data updates.
Update the full body related Wwise hierarchy with any further content you wish to add using this chapters guide steps.