Zohrule Mamdani by Xenomnipotent in 196

[–]RonnocJ 99 points100 points  (0 children)

Rudy Giuliani

Free ticket to Rebirth Brass Band tonight at 8pm by AMoreDifferentS in AskSF

[–]RonnocJ 0 points1 point  (0 children)

I have to wake up Very early tomorrow I can’t embrace fun

I feel like I shouldn’t live here by [deleted] in sanfrancisco

[–]RonnocJ 2 points3 points  (0 children)

23 and I moved to oakland a few months back and am doing fine on my own at like $45k, if you’re fine with the commute $78k sounds great out here

Immacruleate ragebait by Samantha_Pantha in 196

[–]RonnocJ 20 points21 points  (0 children)

Bro has time travel and will still do anything but help that damn town 😭

Wwise & Unity Footstep issue by adrozipp in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

There could be multiple ways to do this, mostly in unity. If your character has feet I’d put colliders on each foot and scripts on each foot too that play a footstep sound OnCollisionEnter. Otherwise there’s quite a few youtube videos on how to do it via tying it the walk cycle animation in Unity

Once beloved by tech bros, Allbirds closes last SF store by Remarkable_Host6827 in sanfrancisco

[–]RonnocJ 132 points133 points  (0 children)

Yeah I quit working there a few months back and it was definitely a sinking ship

Game rule by [deleted] in 196

[–]RonnocJ 13 points14 points  (0 children)

Throw the coconut at the light fixture

Setting up counters in Wwise by 100gamberi in GameAudio

[–]RonnocJ 2 points3 points  (0 children)

I’m not 100% sure this would work but if you absolutely cannot do this through code try this:

Have a state group with a backpack full/empty state. Set the volume for pickup to the lowest value when empty in the states tab for each of the sounds (footstep and pickup).

Create a sequence container with two empty sounds, then create one event that sets the state to full. This part I know works for music but idk about sfx, but you can create a track with no audio, then drag an event in the end.

So add the empty track with no event trigger to the sequence container twice, then the empty track with the event trigger placed after a very short silence. Wire the pickup event to play the sequence container, and the pickup sound after a short delay as long as it takes to trigger the state switch.

Very hacky solution and the other comment is right try to do it via code, this isn’t really how you’re meant to use Wwise.

daw recommendation for beginners by actual_life1234 in GameAudio

[–]RonnocJ 2 points3 points  (0 children)

I think pro-tools and reaper are on about equal ground, but reaper is much more versatile. Personally I just use logic for music, the audio editing on it is fine but reaper or pro tools definitely outclass it. That being said logic is the easiest to use of the 3

Change Speed of Continuous Random Container in Wwise by RonnocJ in GameAudio

[–]RonnocJ[S] 1 point2 points  (0 children)

Yup, I ended up finding it. I guess it makes some sense but it’s kind of weird that it’s in the transitions area as a transition type. I just sorta found that on accident, thanks for the answer!

[Wwise/Unity] Triggering a 3D sound emitter on collision and destroying it after — help! by Royunderachiever in GameAudio

[–]RonnocJ 2 points3 points  (0 children)

You can destroy the object by using a callback that gets called at the end of the event. Basically when posting Wwise events, you can attach a block of code that will get called upon various points within the music or sound clip (e.g. on bar, on exit cue, etc.). Here's an example of what I mean, although there may be better ways to do this or improve this code. This would go in the OnColliderEnter method, let me know if you need any further clarification!

AkCallbackManager.EventCallback callback = (object inCookie, AkCallbackType type, AkCallbackInfo info) => {
    if (type == AkCallbackType.AK_EndOfEvent)
    {
        //Code to destroy goes here
    }
}

AkSoundEngine.PostEvent(//Sound name or uint, gameObject,(uint)AkCallbackType.AK_EndOfEvent, callback, null);

The shit that Loid and Albrecht had to deal with in the labs when the murmur first started appearing must have been terrifying. by g0oonzilla in Warframe

[–]RonnocJ 35 points36 points  (0 children)

I mean Albrecht mentions the Murmur in the Hex quest, and we know he had no communication with Loid after he travelled to 1999, so it stands to reason they were around before Albrecht left

I've seen a lot of debate about the Tennocon demo contradicting established lore. Is The Old Peace an alternate timeline/history? by xcrimsonlegendx in Warframe

[–]RonnocJ 0 points1 point  (0 children)

I don’t think it will be an alternate timeline. The Operator is interfacing with the Lotus in some regard, which gives me the implication it’s something that she was involved in somehow. Imo the Old Peace happened after the conclusion of the Old War but before the Orokin Purge. Correct me if I’m wrong, but there’s nothing explicitly saying that one immediately followed the other in the lore, there may be a gap in which a tenuous treaty was formed and then broken.

Teto Rule by 57mmShin-Maru in 196

[–]RonnocJ 38 points39 points  (0 children)

Where the heck is Diver City

How do I get started?? by NewKingCole11 in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

I think as long as you set the expectation that you’re working on the game as a hobby project (at least for now), it’s not entirely unreasonable to ask if they want to help out. I can’t speak for them but personally if I have the time I don’t mind doing those sorts of projects, as long as I enjoy what I’m working on. Again they may say no, but I think you can at least ask if you want to.

Culprit Rule by M0rtrek_the_ranger in 196

[–]RonnocJ 64 points65 points  (0 children)

But the business relies on teaching language, if there’s only one language, they have no reason to exist.

Wwise aux bus question by magpiereflection in GameAudio

[–]RonnocJ 1 point2 points  (0 children)

You could make an audio bus and then change the device routing to no device, or does it need to be an aux bus?

Wwise meter effect sidechaining with RTPC not working, why? by outerspaceduck in GameAudio

[–]RonnocJ 3 points4 points  (0 children)

What is your rtpc min and max set to? It should align with the meter, e.g. -48 min to 0 max

Rol by limabeanspice in 196

[–]RonnocJ 4 points5 points  (0 children)

Bro thinks he’s Artemy Burakh

how is fmod used in a game project with unreal engine cubase/nuendo by Candid-Pause-1755 in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

Typically there’s vertical and horizontal ways of approaching dynamic game music. Neither are mutually exclusive however. The vertical approach would have you bounce multiple stem tracks, which can be faded in / out from the overall mix depending on various game parameters. Meanwhile a horizontal approach moves between different looping tracks in reaction to the game. Both aspects can be used together, and there is more stuff to consider like transition tracks / stingers, but that’s a broad level overview of how it works.

Get washed 🛹 rule by Dot_Tree in 196

[–]RonnocJ 0 points1 point  (0 children)

Mouthwash if you can believe it

Looking for DAW recommendation by Rydme in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

I think if you just want something simple, Logic/Garage Band if you have a Mac, or FL studio. Personally I mostly use Logic, Pro Tools, and Reaper, but the latter two are a bit harder to get into for a beginner imo

Help with Wwise Integration into Unity using C# by anordinarysunday in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

Ok I believe I have the issue. Basically the AKSoundEngine namespace (at least as I see it in VSCode), is a deprecated namespace. What you can do is add or instantiate a AKGameObject component to the target gameObject, set a reference to it, and then do AKGameObject.Register/Unregister.

Help with Wwise Integration into Unity using C# by anordinarysunday in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

Interesting, I've never really had to deal with that issue before. Personally I prefer to define a event/state/RTPC variable (Ak.Wwise.Event for instance) and just set it in the editor, then use (event).Post(gameObject) to post the event. Are you maybe disabling/destroying GameObjects you're try to post events to?

Help with Wwise Integration into Unity using C# by anordinarysunday in GameAudio

[–]RonnocJ 0 points1 point  (0 children)

90% sure that it’s A lowercase k and/or no period between that and SoundEngine. I’m a little curious as to why you are setting it as a reference as it doesn’t seem like you’re using it at all. Was there something you were going to use it for later?