CHAPTER 15 B – Adviser: Map Results

Created By: Game Audio Resource Ltd     Date: 25/08/2019      Version: 2.00

In this guide we will highlight how to implement adviser dialogue to trigger depending on the outcome of a map, either Defeat or Victory.
You will need to have implemented Chapter 14 content to successfully implement the details in this guide.

Guide Steps:

  • STEP 01: Wwise Hierarchy Structure
  • STEP 02: Test & Integrity Report

Task Time Needed: 1 Hour


Video Guide


Written Guide

Chapter 15 B – Step 01
Wwise Hierarchy Structure

We will set up the basic hierarchy for the Adviser Results content

HIERARCHY

  1. Navigate to the Project Explorer > Audio tab > Actor-Mixer Hierarchy > Adviser > Adviser_Generic Actor Mixer
    Right click, then Select: New Child > Random Container
  2. Duplicate the Random Container, so that you have 2 Random Containers
    Name them individually:
    > Adviser_Generic_Results_Victory
    > Adviser_Generic_Results_Defeat
  3. Drag in associated one shot audio assets into each of the new Random Containers.
    Place them under the path: SFX > Adviser > Results

EVENTS

  1. Navigate to the Project Explorer > Events tab > Events Folder.
    Locate and select the following event: Death_Player
    In the Event Editor > List, right click, then select: New Action > Play.
  2. Navigate back the Audio tab > Actor-Mixer Hierarchy > Adviser_Generic_Results_Defeat Random Container.
    Drag the Random Container onto the Event Action Play line.
  3. Return to the Events tab. Then locate and select the following Event: Map_Completed
    Then in the Event Editor > List, right click, then select: New Action > Play.
  4. Navigate back the Audio tab > Actor-Mixer Hierarchy > Adviser_Generic_Results_Victory Random Container.
    Drag the Random Container onto the Event Action line.

EXTRA NOTES:

As the Master-Mixer Hierarchy > … > Mater Audio bus has a state set to duck all audio by -12 volume, we will need to add a Unique state property for the defeat adviser so we have consistent levels of audio

  1. Locate and select the Adviser_Generic_Results_Defeat Random Container
  2. Then in the Property Editor, select the States tab.
    Click on the Add State Group UI button then assign the following path:
    Default Work Unit > Player Life
    Select: Dead > Voice volume value. Then change the value to 12 (+12db)
  • TIP: This counteracts the Environmental voice volume value reduction of -12db.
  1. Save your Wwise Project updates and Generate the Sound Banks

Chapter 15 B – Step 02
Test & Integrity Report

Next, we test our updates in game

  1. Boot up the Cube game, then connect Wwise to the game.
  2. Change to the Wwise Layout: Profiler
  3. Filter the Capture log by the Wwise Object: Adviser Wwise Work Unit.
  4. Back in game, change to a single player map.
  5. Test winning and losing any generic map.
  • TIP: If set up correctly the correct result content should trigger when the results screen UI is displayed. The Wwise Profiler will also display what has been triggered.
  1. Add any balancing updates you wish to add.
  2. Close the game.
  3. Save your Wwise Project updates and Generate the Sound Banks.
  4. Finally run a Wwise Integrity Report to validate your Wwise data hierarchy structure.
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