2.2 Containers


2.2) Containers



Some specific Wwise Objects used for organizing and grouping assets are Containers. Since the Audio in your game will require different behaviors, you can choose between several different types of Containers: Random-, Sequence-, Switch-, and Blend Container. Each container type has different Properties that you can use to define the playback systems of sounds within the game. You’ll use the Switch Container later, let’s focus on the other ones first.

Pic01 Random Container

Pic02 Event Targets

Pic03 Atmo

Pic04 Blend Container

Pic05 Sequence Container

  1. Create and name new Random Containers within the respected Actor-Mixers for every sound that has variations.

    Put the already imported sound files into these Random Containers and import all other variations of the different sounds from the sound files folder of this course into the respective Random Containers. (Pic01 Random Container)

  2. Now go to the Events Tab of the Designer Layout and define all newly created Random Containers as new Targets for the various Actions of the Robot’s Events. (Pic02 Event Targets)

  3. Generate the Robot Soundbank and play! You should immediately notice that it sounds so much better and less repetitive than before! Now let’s create some Atmo for our level, using Random-, Sequence- and Blend Containers.

  4. First, create a Playback System for the Atmo of your level. Your level has traffic sounds with car horns, sounds of a shopping street with high heels walking over concrete and dogs barking, such as wind sounds. You’ll find all of these sounds in the sound files folder of this course in the subfolder Atmo. (Pic03 Atmo)

    You will see files labeled “ST01”, which means they are stereo files with two Audio Channel. Since most players use at least stereo headphones, you can also use stereo sounds for elements that should sound very wide and have some modulation of the Audio Signal in the left and right channel. For sounds that are used as sort of Beds for Atmos, or for elements that are huge on the screen, you can use stereo sounds to make them sound bigger and more spacious.

  5. You can further group those sounds to certain areas of the game, such as a traffic and shopping section. Also there could potentially be more Atmo elements of further levels are being created. You can use Blend Container for this. (Pic04 Blend Container)

    In certain game situations, you might want to have several related Objects playing at the same time to create a complex composition. Blend Containers are flexible structures you can use to group multiple Objects. When the Blend Container is played or triggered by a Game Call, all the Objects within it are played simultaneously.

  6. But what about the high heels sounds? Shouldn’t it be one step after the other? Leave that to the Sequence Container.

    For all situations where you want a series of Objects to be played back in a particular order, you can use a Sequence Container. The Sequence Container plays back the Objects within the container according to a specified Playlist. For example, you can use a Sequence Container for delivering a character's dialogue. You would want to specify an order to the dialogue so that the character doesn't say “goodbye” before saying “hello”. Another good example for using a Sequence Container is to create the sound of a machine gun firing through the magazine. Or in this example for creating a realistic rhythm of a person walking in high heels. Just create a Sequence Container within the shopping Blend Container and drop the heelsDown and heelsUp Random Containers into the Sequence Container.

  7. Let’s create the Playlist of the Sequence Container.

    Drop the two Random Containers into the Playlist of the Contents Editor of the Sequence Container. You can now play back the Sequence Container if you have it selected and press the spacebar. A blue indicator will show which sound is being randomly selected, in order of your playlist. (Pic05 Sequence Container) At this point you have to press the spacebar to hear a sound for every step in the sequence. You will change this in the next chapter. For now you can leave the Atmo sounds as they are, even if they sound a bit messy when played back altogether.