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Click on the First setting, Volume (by default, will automatically be selected). This is marked in Yellow on the screenshot.
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You will then need to set the `Max Distance` setting.
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[TIP]
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====
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This number is in Unreal Units (uu); the conversion is 1000uu = 1 meter.
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====
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The Max Distance will be the distance away from the building that the player can still hear the sound.
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Based on the vanilla buildings, smaller buildings have a maximum distance of 4,000 to 6,000, and larger vanilla buildings are around 6,000 to 10,000.
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==== Spread
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By default, the spread will be set to 0. This means that the sound comes from a specific point when rotating the player.
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This can become very confusing to players when they are standing right next to the building.
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On the screenshot above, change the dropdown marked in Red to `Custom`. This will then show the spread graph in the bottom section.
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You can add a new point to the graph by double-clicking the line. Then, set the `X` value to roughly the size of your building and the `Y` value to 100.
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Add another point to the graph slightly further on, set the `X` value to the size of the building plus a bit more, and set the `Y` value to 0.
Open the Wwise project file, typically in `SMLProject/SMLProject_WwiseProject/SMLProject_WwiseProject.wproj`. Double-clicking this file will open Wwise.
@@ -46,6 +108,20 @@ Ensure that you have `Create New Objects` selected under import mode. Verify it
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Your audio files are now imported to Wwise and ready to be referenced by Unreal systems.
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=== Adding Attenuation To Audio
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If you plan on using attenuation on audio, you must first follow the attenuation section of the documentation. xref:Development/Satisfactory/Audio.adoc#_setting_up_attenuation[Setting Up Attenuation].
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To set up attenuation on the audio, double-click the audio file in the Wwise Project Explorer `Audio` tab.
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Then, once the audio opens in the main section, go to the `Positioning` tab.
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Change the `3D Spatialization` setting to `Position + Orientation` (Marked in blue in the screenshot).
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Click the `>>` button, then select the Attenuation ShareSet from the list (Marked in red in the screenshot).
If you plan to use Wwise audio for buildings or equipment, you will need to set up **attenuation**.
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By default, the audio will play at full volume even if you are on the other side of the map from its origin.
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Attenuation causes the sound to become quieter at a distance, or not play at all.
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Wwise has a great tutorial on how to set this up here: https://youtu.be/lOP0seni1DY[Wwise & Unreal | Adding 3D Audio With Attenuation]
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=== Updating Wwise Values From Your Mod
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Wwise uses a feature called Real-Time Parameter Control (RTPC) that allows game engines like Unreal or Unity to change values on Wwise assets in real-time.
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Wwise offers advice on connecting to source control
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https://www.audiokinetic.com/en/library/edge/?source=Help&id=using_wwise_with_source_control_system[in their documentation].
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== ADA
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See the xref:Development/Satisfactory/AdaMessages.adoc[dedicated page on ADA Messages] for more information.
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