Hey mate, this is awesome!!! Love the creativity, the fact you record a lot of your own stuff, and the approach in Wwise. One thing I'd mention is that although the shell paths work great in Wwise (like in their tutorials), in-game obviously the shells can (should) be actual animated objects with positions so should sound where they are - which can also be on the left if you fire and then turn around quickly! But yeah, awesome!!! p.s. I see they did call you and you now have a job as a sound designer, congrats!!! Unbelievable you didn't have one already when you made this video. Keep up the good work! You've got an instant subscriber here ;)
Thanks!! I really appreciate it. Yes, I did find the job, or to be more specific - it found me ( through this video btw). That is probably a reason why I wasn't much into making more vids for the channel, but I would like to come back with something interesting to cover :) Yes, you are absolutely right about the bullets. In a serious project it would be a completely separate system for this kind of sounds. Same story with the tails and ambiences. These days guns are mostly delivered without any tail since they are defined by the in game mechanics depending on specific location - usually prepared by the devs in the studio.
Love this! I'm actually trying to replicate something similiar to what you have here to teach myself how to use Wwise and i was wondering how you created the full auto mode? I'm trying to create the full auto using the same single shot samples instead of creating a full auto sample that I then loop infinetly , but i cant seem to figure out how i change the 'rate of fire' so to speak with these single shots samples. Is this common practice? IF it is, how would i go about lining up the tails to be in time with the looping single shots aswell? Thanks! :)
Would you be able to do a tutorial on sound levels and balencing? I find that i have a lot of sounds playing at once in game and it seems to cut out since all the sound accumulate to make a +0db sound occurrence, causing sounds to cut out.