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Wwise Audio

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It's finally here. We're excited to announce that Wwise 2017.1 is now live!

Welcome to our next Audio Implementation Guide Series. Following on from our last Audio implementation guide series for the Cube and Wwise Demo, we have been looking for the best way to demonstrate more modern audio implementation processes & pipelines. Unreal 4 is a hugely powerful game engine, with many modern tools and editors to allow for excellent audio detail. A comprehensive tutorial for sound designers on how to use the popular middleware Wwise and integrate it with events in the Unity 3D game engine.

From the all-encompassing Wwise Spatial Audio toolset which includes the Wwise Reflect plug-in, to several workflow improvements tailored to your evolving needs, and feature enhancements that release endorphins, Wwise 2017.1 is destined to free your imagination, boost your pipeline efficiency, and provide you with even more power to elevate your game audio (pun intended). Power-up using the anticipated Wwise Authoring API to build your most creative plug-ins and integrations, or dive into your virtual spatial audio testing grounds using the Wwise Audio Lab. We are proud to continue introducing technologies that empower the interactive audio community, and we hope you'll enjoy and take full advantage of this Wwise revamp!

Below, a short-list of what's new inWwise 2017.1.

Please ensure that you have updated your Wwise launcher, to see this new version.

Event Editor

The Event Editor has been redesigned to enhance visibility and speed up workflow. The view is fully resizable and Action properties can be displayed for comparison across multiple Actions, including the delay. The Action list has been streamlined and reorganized by categories. The new Event Editor also allows for batch editing across Actions and Events. For example, it's now possible to add an offset of 0.5 seconds to all Fade Times of 12 Play Actions contained in five different Events, within a single operation.

States Enhancement

Most properties that can be attached to an RTPC can now be controlled by States, which greatly extends dynamic mixing capabilities within Wwise. To get more properties displayed in the State tab of any bus or audio object, simply click the Properties button. This exposes all properties that can be driven by States and allows users to manage this list by adding and removing properties in the States tab.

Source Editor Channel Configuration

From the Source Editor view, it's now possible to change the channel configuration of audio files. For example, a four channel audio file can be reconfigured to 3.1 (L,R,C,LFE), 3.1 (L,C,R,LFE), 4.0 (L,R,SL,SR), Ambisonics (FuMa), Ambisonics (AmbiX), or 4 (anonymous). From this option, it's also possible to change a mono file to LFE without having to use the Multi-Channel Creator tool.

Playback Cursor

From the Source Editor, we now see the playback cursor following the waveform display. It's also possible to click anywhere in the waveform display to start the playback from there.

LFO Modulators

'Random' has been added to LFO modulator waveforms.

List View and Multi Editor Improvements

  • It is now possible to edit notes in the Multi Editor and List View.
  • A new way to edit children from the Multi Editor has been added.
  • It is now possible to edit Event actions from the Multi Editor.

Language Manager Enhancements

Wwise Audio Thread Suspended

The fixed choice of languages has been replaced by a user defined approach where each project gets to decide on how many languages they need and how to name them.

Multiple Instances of Wwise now supported

Wwise can now be opened multiple times. The only restriction is that opening the same project multiple times is not allowed.

Wwise Spatial Audio is a family of built-in spatial audio features complemented by in-house and 3rd-party plug-ins that seamlessly integrate with the Wwise production workflow. Wwise Spatial Audio specializes in sound propagation, virtual acoustics, and spatially informed audio rendering. The Wwise Spatial Audio APIoffers multiple ways to send geometry to Wwise, which makes it easy to integrate in most game engines. An integration with UE4 is available, and Unity support is in production and should be available later this year.

3D Busses

Listeners are no longer distinct entities. They are now game objects onto which busses can be associated to be positioned in the 3D space.

3D busses provide developers with the building blocks for a performant sound propagation solution by submixing groups of sounds and/or reverb anywhere in the signal flow, and positioning these submixes in the 3D world. This makes them a key component in implementing spatial audio effects, such as dynamic room portals and oriented reverb.

Wwise Reflect Plug-in

Wwise Reflect is an Effect plug-in that uses geometry received from a game to generate dynamic early reflections in real time. With performance in mind, the system can scale from generating a few reflections to hundreds of reflections, depending on available memory and CPU on the target platform. The spatial audio API offers multiple ways to send geometry to Wwise, which makes it easy to integrate in most game engines. An integration with UE4 is available, and Unity support is in production and should be available later this year.

From Wwise, users can set volume, filters, and spread attenuation curves over distance to reflections. Acoustic textures, a four-band filter, can also be assigned to reflective surfaces simulating absorption on materials such as wood, drywall, and carpet by filtering each reflection accordingly. During production, the Wwise Reflect plug-in offers multiple debugging tools directly embedded in its user interface, which makes the system predictable and relatively easy to use.

Wwise Audio Lab

To be released soon, following Wwise 2017.1

The Wwise Audio Lab (WAL) is a 3D environment built with Unreal Engine 4 presenting a series of acoustic and spatial audio techniques and tools available with Wwise. Information nodes scattered throughout the world provide information on how to use or compare certain 3D audio features: LOD (Level of details) implemented through different layers with different attenuation curves, reverberation and reflection effects, binaural settings, A/B comparisons between ambisonics ambiances versus Quad, oriented reverb, and many more features. The full Wwise project is available to experiment with different settings.

The WAL also showcases dynamic early reflections generated by the Wwise Reflect plug-in and provides a good opportunity to evaluate how this technology could be used in your 3D project made with UE4 or any other game engines. Finally, for UE4 users, the WAL also provides a great source of information on how to use the Wwise integration with UE4.

Auro-3D®

Auro-3D® support for Mac, iOS, tvOS and Linux.

The Wwise Authoring API (WAAPI) allows any external application to speak and interact directly with Wwise projects. It has a core layer, sound engine layer, and user interface layer. The core layer is used to manipulate the Wwise project data and perform tasks such as retrieving Wwise objects, sending information to them, and creating new objects. The user interface layer allows control over views, current selections, object inspections, and so on. WAAPI applications can be written in any Internet-capable language such as C++, JavaScript, Python, or C#, and can be used on any operating system or web browser.

WAAPI can help your team to be more productive in specific areas of work, as it opens up many possibilities towards game engine integrations, automation, remote connection, custom views, and so on.

Unity Integration

For this release, we focused on offering more control to our users by removing many of the restrictions previously imposed such as the requirement for certain components to be added to objects and the auto-registration of GameObjects. The auto-registration code is now provided as an option that users can decide not to install.

Wwise Audio
Wwise Audio

New Wwise Types have been added that provide users with finer control over features represented by Wwise objects without the need to attach components with predefined functionality. These new classes each come with their own property drawers that bring up a Wwise picker when clicked, allowing for rapid prototyping of game audio systems.

Platform Support

  • As of 2016.2.3, Wwise has been officially supporting Nintendo Switch.
  • Added support for Visual Studio 2017.
  • Metro platform has been renamed to Universal Windows Platform (UWP) and now supports Visual Studio 2017.
  • Xbox 360, PS3, and Wii U are no longer supported in Wwise 2017.1.0.

Major Vorbis Optimizations

Major Vorbis optimizations at higher quality settings (the higher the quality, the higher the optimization ratio). Here's an overview of the improvement on various platforms for different Vorbis quality settings (the higher the percentage, the faster it runs):

Mac Authoring is now a 64 bit application

Mac Authoring is now a 64-bit application. This allows users to load larger Wwise projects.

Please ensure that you have updated your Wwise launcher, to see the build.

Created By: Game Audio Resource Ltd Date: 24/07/2019 Version: 2.00

In this guide, we will script material types to texture tiles, so the game engine can inform Wwise which footstep material type is being moved on by any entity in game.

This guide will fix:

Wise Audio Jefferson City

  • Different material types not playing correctly
  • Help you identify texture tiles with no audio material type association
  • suggest a good (hacky) alternative fix for the broken hardcoded water material type.

Guide Steps:

  • STEP 01: Wwise Identify Missing Material Types
  • STEP 02: Cube Material Type Script & Data
  • STEP 03: Cube Addressing The Water Material Type Bug

Task Time Needed: 4 hours.

Video Guide

Written Guide

Chapter 07 B – Step 01 Wwise
Identify Missing Material types

Supernatural complete series torrent. This is not a needed step but will increase your knowledge of how to debug the game for errors.
Sadly, due to how the data has been default implemented, not all errors will be shown in the Wwise profiler.

  1. Boot up the game, Loading the Default map Metl3
  2. Connect Wwise to the game. Then Change Wwise to the Profiler Layout.
  3. As you walk over certain tiles in this map you will see red error entries appear in the Wwise Profiler stating 'Missing material for …'
  • TIP: This means the texture tile the character moved over does not have an audio material associated with it, so the previous audio material last called will stay being triggered.
    This is why footsteps are not consistently changing through all game maps when the player character moves onto different texture tiles.

Now we have identified the missing tile we will go about fixing the issue.

For now, we will focus on any texture tile that is not water.

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We will use the error Missing material for ikbaseikbaseik_wtrimh_32b.jpg as the example (as displayed in the video) to be fixed in this guide – step 02

Chapter_07 B – Step 02 Cube
Material Type Script & Data

In this step we will script in a .cfg files audio material types to be associated to cube texture tiles.

  1. In your local directory where the game data is kept, navigate to this file …/Cube/cube/data/default_map_settings.
    Open the file in Notepad++
  2. In this file is a list of all model, sky maps and texture types. Have a quick look around the file to understand the formatting.
    From line 143 are a list of all texture tiles used by the game.
  3. CTRL + F to bring up the search box. Type wtrimh_32B
    One entry will be found on line 209
    texture 0 'ikbase/ik_wtrimh_32b.jpg' this has no association to an audio material type.
  • TIP: If you look at line 193
    texturematerial 0 'ikbase/ik_floor_met128f.jpg' 'Metal'
    This has an audio material type assigned to it.
    – Texturematerial – Allows the texture to have a material type associated.
    – 'Metal' – Informs Wwise the audio material type to play via the Wwise switch
  1. To add an audio material to this texture tile change it from this
    texture 0 'ikbase/ik_wtrimh_32b.jpg'
    To this
    texturematerial 0 'ikbase/ik_wtrimh_32b.jpg' 'Metal'
  1. Save the File (CTRL + S)
  • TIP: But wait how did I know this texture tile is Metal?
    You can find the actual tile graphic in this directory:
    … /Cube/cube/packages.
    Search the folder for ik_wtrimh_32b
  1. Boot up the game and connect Wwise to the game
    Change to the Wwise Profiler layout
    Move the player character over the same texture tile again that caused the error to be displayed, that we highlighted in Step 01.
  2. You should now find no error are displayed in the Wwise profiler.

These above steps will now allow you to fix all none water related texture tiles to be associated with Audio material types. Tp link 150mbps wireless driver.

Chapter 07 B – Step 03 Cube
Addressing the Water Material Type Bug

When any entity is in water code should switch the footsteps to play water assets. Sadly, the code appears to be broken.
To compensate for this we will add water texture tiles to a map, where ever water is shallow.

  1. Boot up the game up. Then connect Wwise to the game.
    Change to the Wwise Profiler Layout
    Load the 'map aquae'
    In the middle of this map is a water small stream. If you move the player character through the water and watch the Wwise Profiler you will notice water does not get called.
    A solution for this, without adding new code is to retag the map with the correct texture tile.
    Close the game.
  • TIP: You will notice that no missing material error message are displayed in the Wwise profiler for footstep on Water.
    This makes it hard to identify what texture tile we are walking on,
    However, as we are replacing the texture it does not matter.
  1. First let's update the default_map_settings file.
    Find this texture tile in the file
    texture 0 'golgotha/water2.jpg' (Line 144)
    Change the line to
    texturematerial 0 'golgotha/water2.jpg' 'Water'
  2. Save the file updates and close the file.
  3. Boot up the game. Then load the map aquae, then move the player character to the water stream in the middle of the map.
  4. Press E to enter map edit mode.
  5. Drag Select tile boxes that are 100% under the water level.
  6. With the mouse wheel roll it either towards you or away from you. Raise the selected area above the water level. This helps see the texture tile graphic.
  7. Press the command line button ¬ and type /edittex D 50
    The texture tile will now change.
  8. To cycle 1 tile at a time, press Delete until you find the water tile.
  9. Use the mouse wheel to move the selected tiles back under the water line again.
  10. Exit map edit mode by Pressing E
  11. Now move the player character across the new water texture tile. Water footsteps should now trigger.
  12. Repeat the process along the entire stream, until all underwater tiles are changed to the correct water tile.
  • TIP: the texture tile is now set to the water tile, so you should be able to drag select a few tiles, press delete to change the selected tiles to water. This will speed up the process.
  1. If you are happy with the results Save the map, press the command line button ¬ the type save map.
    A message will display stating that the map has been updated. (wrote map file packagesbaseaquae)

This is a good point to go through all maps and start tagging up the water material type where every shallow water is found.
You can use the Environment tracker document (highlighted in Chapter 06 A to highlight which maps need doing.





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