Created By: Game Audio Resource Ltd Date: 20/08/2019 Version: 2.00
In this step we implement the rocket launcher to have a fire, Projectile flight and Projectile impact that is heard differently depending on the Player characters distance from the impact.
Guide Steps:
- STEP 01: Weapon Fire
- STEP 02: Projectile Flight
- STEP 03: Projectile Impact
- STEP 04: Test & Integrity Report
Task Time Needed: 2 Hours
Video Guide
Written Guide
Chapter 11 C – Step 01
Weapon Fire
In this step we will implement a simple structure for the rocket launcher fire.
HIERARCHY
- Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Weapons Wwise Work Unit.
Right click, select New Child > Actor Mixer
Name It: Weapon_Rocket_Launcher - In the Property Editor > Output Bus, assign the following path:
SFX > Weapon - Right click the Actor Mixer, then select New Child > Random Container.
Name it: Weapon_Rocket_Launcher_Fire - Drag in associated one-shot Rocket Launcher fire audio assets into the Random Container.
Place them under the path: SFX > Weapon > Rocket_Launcher
ATTENUATION
- Select the Random Container, then in the Property Editor > Positioning tab, add the following:
Tick Override parent
Under Listener Relative Routing > 3D Spatialization, in the drop-down menu select: Position + Orientation
Under Attenuation assign the following path:
My Cube > Weapon > Weapon_Fire
EVENT
- Navigate to the Project Explorer > Events tab > Weapons Wwise Work Unit
Right click, then select New Child > Virtual Folder
Name it: Weapon_Rocket_Launcher - Locate the following event: Fire_Rocket_Player
Then cut & paste into the new Virtual Folder. - Select the event, then with the Event properties displayed, navigate back to the Audio tab > Actor-Mixer Hierarchy > Weapon_Rocket_Launcher_Fire Random Container.
- Drag the Random Container onto the Event Play Action line.
- Save your Wwise Project updates and Generate the sound Banks.
Extra Notes:
You may wish to add unique extra sweetener layers for example
> Barrel turn / impact
> Steam Bursts
>A Fire based texture boom
With each new Play Action you add, use the Delay value to offset the content to trigger in-time with the in-game Rocket Launcher firing animation.
Chapter 11 C – Step 02
Projectile Flight
In this step will outline how to implement an in-flight loop to continuously play as the rocket projectile flies through the air.
The sound will track with the projectile.
HIERARCHY
- Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Weapons Wwise Work Unit > Weapon_Rocket_Launcher Actor Mixer
- Drag in a looping audio asset for the Rocket projectile in-flight into the Actor Mixer
Place it under the path: SFX > Weapon > Rocket_Launcher - With the audio asset selected, in the Property Editor add a tick to the loop box.
- Then in the Advanced Settings tab, add the following
Under Playback limit:
Tick Ignore parent
Time Limit sound instances to: 4 Globally
Change When Limit is reached: Kill voice
Change When priority is equal: Discard oldest instance.
Under Virtual Voice:
Tick Override Parent
Under Virtual voice behaviour select: Send to virtual voice
Under On return to physical voice: leave as Play from elapsed time.
ATTENUATION
- Navigate to the Project Explorer > ShareSet tab > Weapon Wwise Work Unit
Right click, then select New Child > Attenuation
Name it: Weapon_Projectile_Flight - Open the attenuation, then add the following:
Change the max distance to 80.
In the Curves list Select the Output Bus volume, then in the graph add a point marker at
Output Bus 0.0 and Distance 10
Right click the red line after the point marker, then select the curve logarithmic (Base 3) - Close the Attenuation Editor Window.
- Navigate back to the Audio tab > Actor-Mixer Hierarchy > Rocket_Launcher_Flight loop audio asset. Select the asset, then in the Property Editor > Positioning tab, add the following:
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 > Weapon > Weapon_Projectile_Flight
EVENT
- Locate the following events:
> Fire_Rocket_Player
> End_Rocket_Player
Ensure both events are moved under the Weapon_Rocket_Launcher Virtual Folder. - Select the event Fire_Rocket_Player, then in the Event Editor, right click the list, select New Action > Play
- With the blank new Play action selected, add a Delay value of 0.2 and a Fade Time value 0.2
- Tip: This means the loop with start after the initial rocket launcher fire and also, fade up in volume with it starts.
- Now select the event End_Rocket_Player, then in the Event Editor, right click the list, select New Action, Stop, then Stop.
- Select the new Stop action, then add a Fade Time value of 0.2
- TIP: This will mean when the event is called the looping projectile flight assets will fade out instead of cutting dead suddenly.
- Navigate back to the Audio tab > Actor-Mixer Hierarchy > Weapon_Rocket_Launcher Actor Mixer. Drag the Rocket Launcher Flight Loop onto each of the 2 new event actions we have just added (Play & Stop)
- Save your Wwise Project updates and Generate the sound Banks.
Chapter 11 C – Step 03
Projectile Impact
The final part of the rocket Launcher sequence is the projectile impact.
This step will highlight how to add close and far assets to trigger using blend tracks.
HIERARCHY
- Navigate to the Project Explorer > Audio Tab > Actor-Mixer Hierarchy > Weapon Wwise Work Unit.
- Right click the Weapon_Rocket_Launcher Actor Mixer, then select: New Child > Blend Container.
Name it: Weapon_Rocket_Launcher_Impact (or Explosion) - Right click the new Blend Container, then select New Child > Random Container.
- Copy & paste the Random Container, so that you have 3 blank Random Containers.
Name each one Individually:
> Weapon_Rocket_Launcher_Impact_Close
> Weapon_Rocket_Launcher_Impact_Debris_Close
> Weapon_Rocket_Launcher_Impact_Far - Drag in associated one-shot audio assets into each of the 3 Random Containers.
- Select the Blend Container, then in the Property Editor > General Settings tab, click on the Blend Tracks > Edit button.
- In the Blend Track Editor window, we shall add 2 new Blend tracks.
Click on the “New Blend Track” UI button 2 Times. - Name individually each of the Blend Tracks one of the following:
> Rocket_Impact_Distance
> Rocket_impact_Debris_Close - In each of the 2 entries add the following:
Tick Crossfade, then assign the following parameter:
Game Parameter > Default Work Unit > Distance_150 - Close the Blend Track Editor Window.
- Select the Blend Container, then in the Content Editor, under Blend Tracks assign the associated Random Container.
Impact_Close then Impact_Far to Rocket_Impact_Distance Object.
Then add Debris_Close to the Impact_Debris Object. - Open the Blend track Editor window again.
Under Rocket_Impact_Distance:
Change the Close End point to 60
Change the Far start point to 20
Drag the Far end point to 150
Under Rocket_Projectile_Impact_Debris:
Change the end point to 60
Right click the 60 end point, then select Fading: Manual
Drag the point marker to 10
Right click the fade curve line, then select Logarithmic (Base 3) - Move the play head to 0, then press play on the transport control.
You should now hear the close impact and the debris close audio assets. - Try positioning the play head at different distances to hear how the cross fade will sound and how the asset will sound at different distances away from the player character.
- Close the Blend Track Editor window
ATTENUATION
- Navigate to the Project Explorer > ShareSets tab.
Right click the Weapon Wwise Work Unit, then select New Child > Attenuation.
Copy and paste this Attenuation so you have 2 blank attenuation’s.
Name each Attenuation individually:
> Weapon_Projectile_Impact
> Weapon_Projectile_Impact_Debris - Open the Weapon_Projectile_Impact Attenuation, then add the following:
Change the Max distance to 140
Select the Output Bus Volume in the Curves list, then in the graph add a point marker at:
Output Bus volume 0.0 and Distance 10.
Right click the red line after the point marker. Then select the Logarithmic (Base 3) curve
Select the Low-pass filter in the curves list, change the Curve to Custom
Drag the point marker at Distance 140 to Low-pass filter 50
Right click the blue line then select the Exponential (Base 3) curve.
Close the Attenuation Editor Window - Open the Weapon_Impact_Debris Attenuation. Then add the following:
Change the Max distance to 60.
Select the Output Bus Volume in the Curves list. Then in the graph add a point marker at:
Output Bus volume 0.0 and Distance 10.
Right click the red line after the point marker, then select the Logarithmic (Base 3) curve
Select the Low-pass filter in the curves list, change the Curve to Custom
Drag the point marker at Distance 140 to Low-pass filter 50
Right click the blue line then select the Exponential (Base 3) curve.
Close the Attenuation Editor Window - Select the Rocket_Launcher_Impact Blend Container, then in the Property Editor > Positioning tab, add the following settings:
Tick Override parent
Under Listener Relative Routing > 3D Spatialization, in the drop-down menu select: Position + Orientation.
Under Attenuation, assign the following path:
My Cube > Weapon > Weapon_Impact - Select the Weapon_Rocket_launcher_Impact_Debris_Close Random Container.
Then in the Property Editor > Positioning tab, add the following:
Tick Override parent
Under Listener Relative Routing > 3D Spatialization, in the drop-down menu select: Position + Orientation.
Under Attenuation assign the following path
My Cube > Weapon > Weapon_Impact_Debris
EVENT
- Navigate to the Project Explorer > Events tab.
Locate the event: Hit_Rocket_Player
Then move the event into the Weapon_Rocket_Launcher Virtual Folder - Select the event displaying the event properties.
- Navigate back to the Audio tab > Actor-Mixer Hierarchy > Weapon_Rocket_Launcher_Impact Blend Container.
Then drag the blend container onto the Event Play Action line. - Save your Wwise Project updates and Generate the Sound Banks.
Chapter 11 C – Step 04
Test & Integrity Report
The final step is to test our data updates.
- Boot up the game and connect Wwise to the game.
- Solo the Actor-Mixer Hierarchy Weapon_Rocket_Launcher Actor Mixer.
- In Wwise Change to the Profiler layout, then filter the log by the Weapon_Rocket_Launcher Actor Mixer.
- Back in game collect Rocket Launcher Ammo.
- Test firing rockets at close and far targets.
- Add any balancing changes you would like to make and close the game
- Save your Wwise Project updates and Generate the Sound Banks
- Finally, run a Wwise Integrity Report to validate your data updates.