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Sasa avatar image
Sasa asked ChristianBahr edited

Wwise simple setup explained?

Hi!

I'm aiming to add a simple looped sound to a moving simobject in a scenery but still struggle with the proper setup of a sound in Wwise. So far I have attached sounds through legacy sounds as WAV but would eventually like to move on to Wwise.

The sample in the SDK is way too complex for this purpose and obviously more aimed at developers developing complete aircraft instead of simple sounds playing "on the side" in a scenery.

Regarding to the SDK we have to deal with audios, events, soundbanks and under each different categories somehow connected to each other... of which the SDK only explains the very basics and expects further in-depth study of Wwise to actually understand the basics of what we are doing there.

Would it be possible to provide a very simple Wwise-setup here with only one sound that can then be called from a sound.xml... to get us scenery developers started? :)

Thank you!

scenerysound
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FlyingRaccoon avatar image
FlyingRaccoon answered

Hello @Sasa

Did you also check the video tutorials about sound configuration?
They can be accessed through the DevMode "Help" menu.

1644931630969.png

On top of that, sound creation will be covered in more details in the "How to make an aircraft tutorial" that is being written as we speak.

Regards,
Sylvain


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Sasa avatar image
Sasa answered

Thank you! I will look into it in more detail tomorrow, but from what I've seen from a quick peek into the first video the whole setup it way too advanced for simply adding a custom sound to a scenery. Guess the aircraft tutorial won't help much there neither.

What would really help would be a simple Wwise project where:

  • ...we are just told which folder etc. names to change.
  • ...where to drag and drop our own audio files
  • ...which nametags (events?) to look for for properly calling the audio file we want (a request for fireworks on static objects has been a nice example here previously)

This is still a lot more complex than creating legacy sounds but saves hundreds of scenery devs the hassle of getting deep into aircraft development before they can attach a custom sound.

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ChristianBahr avatar image
ChristianBahr answered hannahs0lo commented

Hi everyone.

I agree with Sasa's suggestion and request :-)

Not every developer has knowledge about aircraft design, mostly scenery designers create relatively simple simobjects and want to attach a sound to these objects.

In my example, I want to add a sound to an animated person (https://www.fsdeveloper.com/forum/threads/simobject-and-wav-file.452858/). In another example, it would be nice to be able to assign a sound to your created ground vehicle.

But that seems to be very complex and complicated at the moment and the effort involved is difficult to estimate.

I know these are luxury problems, or rather ideas that may only be implemented in the future. But it would still be very nice if you could learn this using a small and easy-to-understand example.

Best Regards
Christian

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hannahs0lo avatar image hannahs0lo commented ·

This tutorial from audiokinect helped me understand how to build a simple soundbank https://www.audiokinetic.com/courses/wwise101/?source=wwise101&id=adding_sounds_to_project#read

I hope it helps a little.

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ChristianBahr avatar image
ChristianBahr answered ChristianBahr edited

Now I understand it. Wwise is not a standard that MSFS brought with it, but a standard that has been established in game design for a long time. It might be advisable to familiarize yourself with Wwise first and only then, once you know how Wwise works, to incorporate this technique into your own projects.

The situation is similar with the creation of 3-D models. It doesn't matter whether it's with Blender or 3dsm, the creation is initially done independently of MSFS. MSFS only comes into play when the 3D model is complete. It's probably the same with Wwise.

Thanks for the link to the Wwise tutorial. Now I just have to find the time to work on it :-)

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ChristianBahr avatar image
ChristianBahr answered ChristianBahr edited

Asobo has released a new sound tutorial video, it all sounds very interesting:


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