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- // cspell:ignore Audiokinetic
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- // cspell:ignore Soundbank
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= Audio
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[NOTE]
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====
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This page is a work in progress.
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====
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+ Adding sound effects and music via mods can really help bring them to life.
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+ Coffee Stain uses the Wwise audio system to play sounds in Satisfactory.
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+ Depending on what your mod is trying to do, you may want to use the built in Unreal system or the Wwise system.
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+
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+ == Audio for ADA Messages
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+
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+ See the xref:Development/Satisfactory/AdaMessages.adoc[dedicated page on ADA Messages] for more information.
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+
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+ == Unreal Audio System
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+
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+ If you're playing sound for the purpose of user interfaces (UI) or client-side only effects,
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+ it may be easier to use Unreal's built in sound system
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+ at the cost of losing integration with some of the game's systems (ex. ADA) and the advanced features of Wwise.
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+
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+ The "Play Sound 2D" and "Play Sound at Location" blueprint nodes are useful for this purpose.
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+
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== Wwise
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- Coffee Stain uses the Wwise audio system to play sounds in Satisfactory .
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+ Interfacing with the Wwise sound system will require setting up and integrating a Wwise project and integrating it with the modding project .
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- To create new audio events to play in your mod, you will need the Wwise project set up and integrated into the SML project.
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+ Note that using large numbers of Wwise sounds may require getting a
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+ https://www.audiokinetic.com/en/blog/free-wwise-indie-license/[Wwise indie license]
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+ for your project.
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=== Setting Up Audio Buses
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@@ -34,7 +48,7 @@ Attenuation causes the sound to become quieter at a distance or not play at all.
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Attenuation is not required if you plan to use Audio for UI or ADA messages, and this step can be skipped.
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====
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- On Wwises Project Explorer, go to the `ShareSets` tab. Share Sets are useful for providing the same configuration to multiple Wwise objects.
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+ On Wwise's Project Explorer, go to the `ShareSets` tab. Share Sets are useful for providing the same configuration to multiple Wwise objects.
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You will see the section `Attenuations -> Default Work Unit`
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On the left-hand side, you will see the project explorer; select the Audio Tab.
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- image:Satisfactory/Wwise/Wwise_Import_PorjectExplorer .png[Wwise_Import_PorjectExplorer , 350]
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+ image:Satisfactory/Wwise/Wwise_Import_ProjectExplorer .png[Wwise_Import_ProjectExplorer , 350]
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Under `Actor-Mixer Hierarchy`, there will be `Default Work Unit`
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@@ -202,6 +216,7 @@ Then change the `Unreal Audio Routing` setting to `Both Wwise and Unreal audio`.
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You may need to restart the Unreal Editor after making these changes.
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=== Creating AKEvents In Unreal Engine
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Now that you've defined your audio, events, and soundbanks in Wwise, it's time to utilize them in the Unreal Engine.
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The first step in doing this is to create Unreal assets that reference your Wwise assets.
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Although it is possible to use the Wwise Browser to create these, this is not recommended,
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image:Satisfactory/Wwise/Wwise_RTPC_Overview.png[Wwise_RTPC_Overview, 100%]
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- Now, to create the link between unreal engine and Wwise you will need to create the Game Parameter in Unreal Engine.
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+ Now, to create the link between Unreal Engine and Wwise you will need to create the Game Parameter in Unreal Engine:
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- image:Satisfactory/Wwise/Wwise_UERTPC_Create .png[Wwise_UERTPC_Create , 600]
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+ image:Satisfactory/Wwise/Wwise_UE_RTPC_Create .png[Wwise_UE_RTPC_Create , 600]
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Name it the same as you have in Wwise.
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You can now update the RTPC Game Parameter value using blueprints:
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- image:Satisfactory/Wwise/Wwise_UERTPC_Usage .png[Wwise_UERTPC_Usage , 700]
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+ image:Satisfactory/Wwise/Wwise_UE_RTPC_Usage .png[Wwise_UE_RTPC_Usage , 700]
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== Wwise and 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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== Volume Options
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To retrieve the user's volume options, use "Get FGGame User Settings" and "Get Float Option Value".
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These values are on a scale of `0.0` (off) to `1.0` (full volume).
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If multiple categories apply, multiply them together to reach the final volume value.
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For example, the Chainsaw's volume is probably Master multiplied with Equipment multiplied with the chainsaw's specific category.
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+ You may also wish to implement your own volume slider to factor into the mix.
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+ The suggested approach is to create a
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+ xref:Development/ModLoader/Configuration.adoc[mod float config option]
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+ combobox ranging from 0.0 to 1.0 and multiplying it with the other relevant volume categories to use as the final volume.
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+ === Volume with the Unreal Audio System
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+ Unreal's play sound nodes take volume as a float parameter.
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+ Follow the steps in the main Volume Options section to combine the relevant volume slider values to obtain the final input volume.
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+ === Volume with Wwise
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+ The game's master volume slider is automatically applied to any sounds played through Wwise.
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+ Following other base game volume sliders requires using the respective audio busses on the event.
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+ The RTPC system can be used to factor in arbitrary volume options from other sources.
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