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feat: Grammar check
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mrhid6 committed Jan 26, 2025
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28 changes: 14 additions & 14 deletions modules/ROOT/pages/Development/Satisfactory/Audio.adoc
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Expand Up @@ -313,37 +313,37 @@ image:Satisfactory/Wwise/Wwise_UE_RTPC_Usage.png[Wwise_UE_RTPC_Usage, 700]

=== Playback Limits

Wwise has a limit on the amount of audio that can be played at once.
Trying to play more than this limit will result in lower priority sounds like footsteps, music or animal sounds will not play.
Wwise limits the amount of audio that can be played at once.
Trying to play more than this limit will result in lower-priority sounds like footsteps, music, or animal sounds playing.

To resolve this you will need to setup playback limits for each of your audio files. This can be done in the audios advanced settings tab.
To resolve this, you will need to set playback limits for each of your audio files. This can be done in the audio's advanced settings tab.

image:Satisfactory/Wwise/Wwise_PlaybackLimit.png[Wwise_PlaybackLimit, 700]

You will need to set the `Limit sound instance to` amount, this is amount of instances that can play this audio on the AK Component in Unreal.
Also set the dropdown next to this limit to `Per Game Object` this means per `AK Component` in unreal.
You will need to set the `Limit sound instance to` amount; this is the number of instances that can play this audio on the AK Component in Unreal.
Also, set the dropdown next to this limit to `Per Game Object`. In Unreal, this means per `AK Component`.

Next you will need to change the `When limit is reached` to `Kill voice` and also set the drop down under that to `Discard oldest instances`.
This means when the limit is reached for this audio it will kill any oldest instances and discard them.
Next, you will need to change the `When limit is reached` to `Kill voice` and set the drop-down menu under that to `Discard oldest instances`.
This means that when the limit for this audio is reached, it will kill any oldest instances and discard them.

Finally you will need to setup playback priority. The playback priority requires that you have setup Attenuation.
Finally, you will need to set up playback priority. The playback priority requires that you set up Attenuation.

Set the priority of your audio to something like `10`, then set the `Offset priority by` setting to `-10`.

This setting will set the audio priority to 10, then when you are outside the attenuation distance will set the priority to 0 allowing for more important audio like the game sounds to be played.
This setting will set the audio priority to 10, and then when you are outside the attenuation distance, it will set the priority to 0, allowing for more important audio, like the game sounds, to be played.

Even with Attenuation and playback limits setup the audio will still play and count towards the Wwise Playback Limit.
Even with Attenuation and playback limits set, the audio will still play and count towards the Wwise Playback Limit.

* Attenuation will only lower the volume of the audio and not stop the audio.
* Playback limits are only limiting the number of audio instances playing on a game object.
* Playback limits only limit the number of audio instances playing on a game object.

So to prevent audio from playing when you are outside of the attenuation range you will need to make use of the Significance Manager.
So, to prevent audio from playing when you are outside of the attenuation range, you will need to use the Significance Manager.

For playing background buildings sounds use the `Gained Significance` and `Lost Significance` events:
For playing background building sounds, use the `Gained Significance` and `Lost Significance` events:

image:Satisfactory/Wwise/Wwise_Significance.png[Wwise_Significance, 700]

For fire and forget ak events use the `Get Is Significant` function before posting the event:
For fire and forget ak events, use the `Get Is Significant` function before posting the event:

image:Satisfactory/Wwise/Wwise_IsSignificant.png[Wwise_IsSignificant, 700]

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