CHAPTER 13 A – UI: Hierarchy Structure

Created By: Game Audio Resource Ltd     Date: 22/08/2019      Version: 2.00

In this guide will implement and consistently order the hierarchy structure for most UI related content.

Guide Steps:

  • STEP 01: Wwise Hierarchy Structure
  • STEP 02: Adding Audio Assets
  • STEP 03: Silence Unused UI Events
  • STEP 04: Test & Integrity Report

Task Time Needed: 1 > 2 Hours


Video Guide


Written Guide

Chapter 13 A – Step 01
Wwise Hierarchy Structure

In this step we will move all UI related content into a consistent hierarchy Structure.

HIERARCHY

  1. Navigate to the Actor-Mixer Hierarchy > Default Work Unit > UI Wwise Work Unit.
    Right click, then select New Child > Actor Mixer
  2. In the Property Editor > General Settings tab > Output Bus, assign the following path:
    SFX > UI
  3. Copy and paste the new Actor Mixer into the same hierarchy location. Then name to the 2 actor mixers individually
    > UI_Action
    > UI_Item

ATTENUATION

As UI is generally 2D, we do not need to add an attenuation to the parent structure.

EVENTS

  1. Navigate to the Project Explorer > Events tab > Default Work Unit > UI Wwise Work Unit.
    Right click, then select New Child > Virtual Folder
  2. Copy & Paste the new virtual folders so that you have 2 Virtual Folders.
  3. Name the 2 Virtual Folder individually the following:
    > UI_Action
    > UI_Item
  4. In the unused folder cut & paste the following events into the UI_Action Virtual Folder
    > JumpPad
    > NoAmmo
    > PupFire
    > Rumble
    > Spawn_Monster
    > Spawn_Player
    > Teleport
    > WeapLoad
  5. Then in the unused folder cut & paste the following events to the UI_Item Virtual Folder
    > ItemAmmo
    > ItemArmour100
    > ItemArmour150
    > ItemHealth100
    > ItemHealth200
    > ItemPup
    > ItemSpawn
    > PupOut
  6. Save your Wwise Project Updates and Generate the Sound Banks.

Now we have all UI related content ready for audio asset assignments.

Chapter 13 A – Step 02
Adding Audio Assets

To assist with implementation of asset in this new structure. We will add a few items to get you started.
Let us add content to support when an enemy is spawned.

HIERARCHY

  1. Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Default Work Unit > UI Wwise Work Unit > UI_Action Actor Mixer
    Right click then select New Child > Random Container
    Name it: UI_Action_Spawn_Enemies
  2. Drag in associated one-shot enemy spawn sting audio assets to the hierarchy.
    Place them under the path: SFX > UI > UI Action

EVENTS

  1. Navigate to the Project Explorer > Events tab. Locate the event Spawn_Monster
    Select the event displaying the Event Editor event properties.
  2. Return to the Audio tab > Actor-Mixer Hierarchy UI_Action_Spawn_Enemies Random Container. Then drag it on to the event Play line that is currently assigned to Placholder_Silence_one_Shot.
  3. With the new Random Container selected, we need to limit the amount this event can play.
    In the Property Editor > Advanced Settings tab, assign the following:
    Tick Ignore Parent
    Tick & add Limit sound instances to: 1 Globally
    Change When limit is reached: to Kill voice
    Change When priority is equal: to Discard newest instance.
  • TIP: Use the limiting properties with any UI events if an event over triggers or becomes spammy.
  1. Save your Wwise Project updates and Generate the Sound Banks.

Now start to populate hierarchy for all the UI events you wish to use under the UI_Action & UI_Item Events folders.
The example on screen shows how your own hierarchy may be presented.
Note: Under event’s tab > UI_Action we have added 2 new events for switches.
These events can be scripted into any map with a switch of floor gear handle when interacted with by the player character. More details of how to script new events into a map are highlighted in a later chapter of this guide series.(17 D)

Chapter 13 A – Step 03
Silence Unused UI Events

Likely there will be UI related events that you will not use.
For un-used UI events we will add a unique Silence SFX that you can assign to each unused UI event.
This enables a better view of the project, between the original Placeholder silence and Purposely placed silence in our project structure.

HIERARCHY

  1. Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Default Work Unit > UI Wwise Work Unit > UI_Action Actor Mixer.
    Right Click the Actor Mixer, then select: New Child > Sound SFX
    Name it: UI_Silence
  2. With the Sound SFX selected, In the Content Editor click on the Add Source UI Button. Then select Wwise Silence.
  3. Copy and paste the Silence Sound SFX to the UI_Item Actor Mixer.
    This enables both hierarchy structures to have its own Silence container.
    If you know which UI events you will not be using from your default project scoping and scheduling, then assign the Silence Sound SFX to each Event now.
  4. Save your Wwise project updates and Generate the Sound Banks.

Chapter 13 A – Step 04
Test & Integrity Report

Finally let we us test our updates in game.

  1. Boot up the game and Connect Wwise to the game.
  2. Solo the UI_Action and the UI_Item Actor Mixers
  3. Change to the Wwise Layout Profiler
  4. Filter the capture log by the master UI Work Unit.
  5. In game, test all UI content added.
  6. Add any balancing changes you wish to add.
  7. Close the game
  8. Save your Wwise Project updates and Generate the Sound Banks.
  9. Lastly, run a Wwise Integrity Repot to validate your Wwise hierarchy updates.
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