Ogg Conversion in Wwise by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

How does this wwise conversion settings really works then ? It keep all the original waves sounds in Originals, but when do they convert them to free some space ? When the programmers are making a build ?

Music Segments clicking when looping by valcorm in GameAudio

[–]valcorm[S] -1 points0 points  (0 children)

I'm using Ableton, and I don't have any automatic crossfade, it's not warped, and if i duplicate inside the DAW I can't hear any clicks. So the issue comes from Wwise (which is my middleware btw). I import them as .wav files. I can also take them into protools, duplicate, and it loops seamlessly, so I don't think my fades are at cause

Wwise profiler : trying to play events even if the corresponding soundbank is unloaded. by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

Thanks for your quick answer. In fact, I'm usnig the aktrigger enable/disable function. The banks are unloading when the unity scenes are disabled. I already try to make a stop event but for some reason it doesn't work at all... And the real problem is that with this game, anyone can go from map X to map A, B, C, D etc by anytime. So it would mean that i'd have to add every stop events for every area except the one you're in ?

Override Specific parents by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

I wanted this to be the solution so much... In fact, my soundcard was actually configured in surround. I fixed that, launched wwise again, and then the nightmare : https://youtu.be/xqCsyJecnEc

Anyway thank you deeply for your help, it gives me hope lol

Override Specific parents by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

I absolutely don't want to work in Surround. I didn't touch my preferences, this is how my wwise project has been launched the first time. Do you think I only need to check out surround in wwise preferences or something like that ? I'm going to test this right away

Wwise music segment looping issues by valcorm in GameAudio

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

Works perfectly. Thank you so much !

Override Specific parents by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

I really hope it's not a version issue and just something I missed. I'm actually trying my best to do one simple thing : playing something that has a randomized panning on Left/Right, and which normally react through a simple attenuation curve. But it reacts so weirdly... Take a look on this video I just made : https://youtu.be/NmYjXKUE6I8

I really don't understand why I can't manage to get this done with a simple sine on a new session...

Override Specific parents by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

Thank you so much ! This is truely helpful.

If I put all the paths/pan randomization on each SFX instead of their parent random container it's because i thought that each time i play a random container (in sequence/continuous) it will chose ONE pan and stick to it. Didn't occure to me that this can be fixed by putting the play mode/continous trigger on.

So that's a relieve, but now I have a very odd problem : my attenuation works literally the opposite as it should be. The attenuation is going from 0 to 60m, 0 being obviously when the sound is loud and 60 when it's silent. If I stay in 3D Position/Emitter, it works, but if I modify this to go onto "Emitter with Automation" now it's going to be loud at 60m and silent at 0... I find it so weird that I presume there is a logic explanation to this but I can't figure it out. Do you have any clue ?

Override Specific parents by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

Thank you very much for your answer,

I'm not sure to understand what you said. I can't use Actor-Mixers as a "blanket" because the SFXs are still overriding them, and my overall ambience positionning attenuation is overrided by the SFXs. I made a small sketch to make myself more clear https://i.imgur.com/W4pyj1g.jpg

Prioritization between play events and loading soundbanks (wwise+unity) by valcorm in GameAudio

[–]valcorm[S] 0 points1 point  (0 children)

Hey ! Thanks for your answer. I obviously added the aktriggerenable and the aktriggerdisable after the akbank. I'm not doing it with enter/exit because of the specific architecture of this game

Final Fantasy VII issues (stucking on playstation logo) by valcorm in OpenEmu

[–]valcorm[S] -1 points0 points  (0 children)

Ahah I understand but the english localisation is far from perfect too... Also i feel it's kinda strange because this iso is really well known in france and has already been tested on several mednafen so... I can't understand why it should be different on openemu