CHAPTER 10 C – Body: Land

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

  1. 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
  2. Select the Actor Mixer, then in the Property Editor assign the Output Bus to SFX > Body.
  3. Right Click the Actor Mixer, then select New Child > Switch Container.
    Name it: Body_Land_Human_Leather_Player
  4. Select the Switch Container, then in the Property Editor, Switch > Group. Assign the following path: Switch Groups > Default Work Unit > Material
  5. Right click the Switch Container, then select New Child > Random Container.
  6. 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.
  7. 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

  1. 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.
  2. Set the Default Switch/State to: Concrete

Positioning

  1. 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
  2. Open the attenuation to confirm a very small attenuation scale has been set.

Event

  1. In the Project Explorer > Events tab, locate and select the event Land.
  2. In the Event Editor > List, right click, select New Action > Play.
  3. Navigate back to the Actor-Mixer Hierarchy > Body_Land_Human_Leather_Player Switch Container. Then drag it onto the Events new Play Action line.
  4. 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

  1. Boot up the Cube game, then connect Wwise to the game.
  2. Change to the Wwise Profiler Layout.
  3. Move the player character onto an elevate ledge.
  4. 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.
  5. Add any balancing updates you wish you add.
  6. Save your Wwise Project Updates, then Generate the Sound Banks
  7. 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.

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