The publishing rights for Mozart and Beethoven are royalty free, but the recording rights are not. The recording rights belong to whoever owns the master recordings of the performances you are using (often the record label) and will only enter public domain after their copyrights have expired.
Nice I didn't get a notification of this video earlier, its certainly interesting and would be cool to see if take into account a Physical Material type and maybe applying different effects depending on that + if the sound is above or below... also how does this work / interact with the Portal system in WWISE for doorways etc? Your debugging looks like what they show in the YT video "Tom Clancy’s Rainbow Six Siege - Sound Propagation", have you seen that and what they are doing there and incoporated any of those ideas ?
I have not had a chance to check out R6 content yet, maybe that is something for the future. In the conclusion I mentioned CSGO and physical materials, which is something I want to explore in another system. Perhaps a later video on this will also include the Wwise portal system with a spatial volume to work alongside it.
Hi Mason, thanks for the comment. I have updated this video with a link to the project zip in the description for free. Let me know if you have any problems!
Thanks for the very interesting video, but there is one thing that I didn't understand. In the Multi line trace by channel node, when selecting trace channel options, you have Wwise occlusion, and when I tried to reproduce this in my project, I didn't find it. Please tell me what needs to be done to make this option appear
Hello, this is a custom trace channel defined in the project settings, it does not exist in the engine by default. While you can use the visibility channel, there may be certain objects that you don't want to be blocking the trace, so it's sometimes better to make a custom channel as I have. I hope this helps!