Created By: Game Audio Resource Ltd Date: 23/08/2019 Version: 2.00
In this quick guide, we will implement A 3D world emitter for the teleporter Model.
- TIP: In a professional environment you would likely be working with many areas of visual asset models (sometimes known as prefabs)
You will be expected to tag audio assets to fit the animation speed and timing.
As the tool set is limited in the Cube demo, we do not have full ability to tag to perfect detail. Instead we will set a consistent audio loop asset to trigger based on the player characters proximity to the teleporter emitter
Guide Steps:
- STEP 01: Wwise Hierarchy Structure
- STEP 02: Test & Integrity Report
Task Time Needed: 30 Minutes
Video Guide
Written Guide
Chapter 13 C – Step 01
Wwise Hierarchy Structure
First, we set up the Wwise hierarchy.
TIP: In a professional environment, technically this area of content will fall under environment or elements content.
TIP: This content is not to be confused with the UI event Teleport.
The teleport event is a one-shot event that will trigger when any entity passes through a teleporter.
HIERARCHY
- Navigate to the Actor-Mixer Hierarchy > Default Work Unit > Element Wwise Work Unit.
Right Click, then select New Child > Wwise Work Unit
Name it: ELM_Magic - Right click the new Work Unit, then select New Child > Actor Mixer
Name it: ELM_Magic - Drag an associated Teleporter audio looping asset into the new Actor Mixer.
Place it under the asset path: SFX > Element > Magic. - Select the new audio asset, then in the Property Editor > General Settings tab, tick the loop box.
- Select the Parent Actor- Mixer, then in the Property Editor > General Settings tab > Output Bus, assign the path: SFX > Elements.
ATTENUATION
- Navigate to the Project Explorer > ShareSets tab > Attenuations > My Cube > Elements Work Unit.
Right click, then select New Child > Attenuation
Name it: ELM_Medium - Double click the new attenuation to open the Attenuation properties
Then add the following settings:
Change the Max distance to 50
Select the Output Bus volume in the Curves list, then in the graph add the following marker points:
Output Bus volume 0.0 and Distance 10
Output Bus volume -20 and Distance 25
Right click the red line between the marker points 10 and 25, then select the Logarithmic (Bases 1.41) curve
Right click the red line between the marker points 25 and 50, then select the Logarithmic (Bases 1.41) curve
Close the Attenuation Editor. - Navigate back to the Audio tab >Actor-Mixer Hierarchy, then select the Teleporter audio asset.
In the Property Editor > Positioning tab, add the following:
Tick Over parent
Under Listener Relative Routing > 3D Spartialization, in the drop-down menu select: Position + Orientation.
Then under Attenuation assign the following path: My Cube > Element > ELM_Medium
EVENT
- Navigate to the Project Explorer > Events tab > Default Work Unit > Element Wwise Work Unit.
Right click, select New Child > Virtual Folder
Name it: Element_Magic - Locate the event: Emitter_Teleport.
Cut & Paste it into the new Virtual Folder. - Select the Event, displaying the Event Editor Properties.
- Navigate back to the Audio tab > Actor-Mixer Hierarchy > teleporter audio asset, then drag it on to the Events Play Action line, currently assigned to Placeholder_Silence_One_Shot.
- Save your Wwise Project Updates and Generate the Sound Banks.
Chapter 13 C – Step 02
Test & Integrity Report
In this step we will test the new content in game.
- Boot up the Cube game and connect Wwise to the Cube game
- Change to the Wwise Layout: Profiler
- Locate a teleporter model in the default map metl3.
- Move towards and away from the model, to test distance settings.
Move through the teleporter to ensure the content works correctly. - Add any balancing settings you wish to add
- Save your Wwise Project updates and Generate the Sound Banks
- Finally, run a Wwise Integrity Report to Validate your Wwise Data Hierarchy.