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IntroducingWwise
Basedonaprofoundunderstandingoftheneedsofbothsounddesigners
andaudioprogrammers,AudiokinetichascreatedWwise,aninnovative
solutiondedicatedtotheartofaudiodesign.Severalyearsinthemaking,
Wwisehasbeendevelopedwiththefollowingpremisesinmind:
Providingacompleteauthoringsolution.
Redefiningtheproductionworkflowforaudioandmotion.
Improvingpipelineefficiency.
Pushingtheboundariesofgameplayimmersionusingaudioand
motion.
Thispowerfulandcomprehensiveaudiopipelinesolutionconsistsofthe
following:
Apowerfulauthoringapplication—anon-linearauthoringtoolfor
creatingaudioandmotionassetstructures,definingpropagation,
managingsound,music,andmotionintegration,profilingplayback,and
creatingSoundBanks.
Aninnovativesoundengine—asophisticatedsoundenginethat
managesaudioandmotionprocessing,performsacomprehensiveset
ofdiversefunctions,andishighlyoptimizedforeachplatform.
Agamesimulator—aLUAscriptinterpreterthatreproducesexactly
howsoundsandmotionwillbehaveinthegame,allowingyouto
validatespecificbehaviorsandprofiletheperformanceofWwiseon
eachplatformbeforetheintegrationofWwiseintoyourgame'ssound
engine.
Aplug-inarchitecture—acompletelyscalableplug-inarchitecture
forquicklyexpandingtheaudioimmersioninthegame.Severalplug-
insareavailable,including:
Sourceplug-insforgeneratingaudioandmotion,
suchasatonegenerator.
Effectplug-insforcreatingaudioeffects,suchasa
reverb.
AninterfacebetweenWwiseandworldbuilders(Wwise
AuthoringAPI)—auniqueplug-ininterfacewithexternalgameworld
buildersor3Dapplicationsthatenablesexternalapplicationsto
seamlesslycommunicatewithWwise.FromtheWwiseAuthoringAPI,
youcaneasilymodifyeverythingthatcannormallybemodifiedusing
theSoundEngineAPI.
TheWwiseProductionPipeline
AtthefoundationofWwiseistheproductionpipeline—anewandinnovative
waytoworkthattightlyintegratesthenecessarytoolsallowingyouto
performavarietyoftasksinrealtimewithinthegameitself.
Author—buildsound,motion,andmusicstructuresanddefine
propertiesandbehaviors.
Simulate—validateartisticdirectionandsimulategameplay.
Integrate—integrateearlywithoutadditionalprogramming.
Mix—mixpropertiesingameinrealtime.
Profile—profileinrealtimetoensuregameconstraintcompliance.
TheWwiseProject
Wwiseisaproject-basedsystem,whichmeansthatalltheaudioandmotion
informationrelatedtoaparticulargameforeachandeveryplatformwillbe
inoneproject.
Withinthisproject,youcandoanyandallofthefollowing:
Managethesound,voice,music,andmotionassetsinyourgame.
Defineobjectpropertiesandplaybackbehaviors.
CreateEvents,bothActionandDialogueEvents,thattriggeraudio
andmotioningame.
Createprototypesandsimulations.
Troubleshootandprofileallaspectsoftheaudioandmotionin
yourproject.
ProjectsalsocontaintheSoundBanksthataregeneratedforeachplatform
andlanguageversionthatyouarecreatingforyourgame.
HowWwiseManagestheAssetsinYourProject
Atypicalgamecanhavethousandsofsound,music,andmotionassets,so
yourWwiseprojectmustbeabletomanagetheseassetsefficientlyand
effectively,especiallywhenyouarecreatingdifferentversionsofthesame
gameforeachplatformandlanguage.
Originals
T hefirstthingtounderstandisthatWwiseisnon-destructive,which
meansthatyoucanedittheassetsinyourprojectwithoutaffectingthe
originalfilesthemselves.WhenyouimportafileintoWwise,acopyofthefile
isstoredintheproject’s“Originals”folder.
Dependingonthetypeoffileyouareimporting,thefilewillbestoredinone
ofthefollowingfolders:
Plug-ins
SFX
Voice
IffilesareflaggedasVoiceorplug-infiles,theyarethenfurthersubdivided
bylanguageorplug-intype.Thefollowingillustrationdemonstrateshow
Wwiseorganizestheoriginalassetsimportedintoyourproject.
PlatformVersions
FromtheseWwise“Originals”,youcancreatetheversionsforeach
gameplatform.Theseplatformversionsarestoredintheproject’s
“cache”folder.
TohelpWwisemanagethecontentsofthecachefoldermoreeffectively,the
convertedassetsaredividedby:
Platform(Windows®,XboxOne™,PlayStation®4,andsoon)
Type(Plug-ins,SFX,orVoice).IfassetsareflaggedasVoiceorplug-
infiles,theyarefurthersubdividedby:
Language(English,French,Spanish,andsoon)
Plug-inType(Controller)
TheWwiseFundamentalApproach
BeforejumpingintothecodeandusingtheWwiseSDK,youshould
understandtheuniqueapproachWwiseusesforbuildingandintegrating
audiointoyourgame.Therearealsoafewconceptsthatyoushouldbe
familiarwithinordertoworkefficientlyandgetthemostoutofWwise.
TheWwiseapproachtobuildingandintegratingaudioinagameincludes
fivemaincomponents:
AudioObjects
Events
GameSyncs
GameObjects
Listeners
Eachofthecomponentswillbediscussedinfurtherdetailinthefollowing
sections,butbeforemovingon,youshouldunderstandwhereeachofthese
componentsfitsinandhowtheyrelatetooneanother.
OneofthegoalsofWwisewastocreateacleardistinctionbetweenthetasks
oftheprogrammerandthoseofthedesigner.Forexample,theaudioobjects,
whichrepresenttheindividualsoundsinyourgamearecreatedandmanaged
exclusivelywithintheWwiseapplicationbythesounddesigner.Gameobjects
andlisteners,ontheotherhand,whichrepresentspecificgameelementsthat
emitorreceiveaudio,arecreatedandmanagedwithinthegamebythe
programmer.Thefinaltwocomponents,EventsandGameSyncs,areusedto
drivetheaudioinyourgame.Thesetwocomponentscreatethebridge
betweentheaudioassetsandthegamecomponentsandaretherefore
integraltobothWwiseandthegame.
Thefollowingillustrationdemonstrateswhereeachofthesecomponentsare
createdandmanaged.
TheProjectHierarchy
Theassetsthatyouimportintoyourprojectarethefoundationforyour
projecthierarchy.Theprojecthierarchyevolvedfromtraditionalmixing
techniqueswheredifferentinstrumentswereroutedtoabus,sothatyou
couldcontroltheirsoundpropertiesasasinglemixedsound.Forexample,
eachofthehi-hat,ride,crash,bassdrum,andsnaresoundscouldberouted
toasinglebussothatyoucouldcontroltheirvolumeandotherparameters
asiftheywereoneentity.
InWwise,asimilarapproachisusedtoorganizeandgroupthesounds,
motionobjects,andmusicinyourproject.Bygroupingsound,motion,and
musicobjectsinsuchamanner,youbegintobuildahierarchicalproject
structurethatcreatesparent-childrelationshipsbetweenthevariousobjects.
Thisuniqueandefficientwaytocreateandmanagetheaudioandmotionin
yourgamegivesyoumorecontrolandflexibilitytobuildarealisticand
immersiveenvironmentforyourgame.
TheWwiseprojecthierarchyconsistsofthreedistinctlevels:
Actor-MixerHierarchy—groupsandorganizesallthesoundand
motionassetsinyourprojectusingaseriesofWwise-specificobjects.
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