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Lumberyard
User Guide (Version 1.13)

Adding Reverb Effects to Levels

Lumberyard has two audio entities that you can use to add reverberation effects (as well as ambient sounds) to a level —AudioAreaAmbience and AudioAreaEntity. Both entities are linked to a specified shape in a level that defines the area in which reverb effects are triggered from.

To setup Wwise LTX for reverb effects

  1. In Audiokinetic Wwise LTX, click the Audio tab in Project Explorer.

  2. Under Master-Mixer Hierarchy, create an auxiliary bus.

  3. In the Auxiliary Bus Property Editor, on the General Settings tab, assign a Wwise RoomVerb effect to the bus.

  4. Click Edit to edit the settings of the effect.

  5. Under Actor-Mixer Hierarchy, for any sounds or sound containers that you want to run through the effects bus, do the following:

    1. On the Property Editor pane, click the General Settings tab and select Game-Defined Auxiliary Sends.

    2. Select the Use game-defined auxiliary sends check box.

    3. Save the project and select Generate soundbank.

  6. Open Lumberyard Editor, and then click Tools, Other, Audio Controls Editor.

  7. In the Audio Controls Editor, click Add, Environment.

  8. Link the Wwise auxiliary bus to the audio translation layer (ATL) environment.

To setup Wwise for reverb effects

  1. In AudioKinetic Wwise, click the Audio tab in Project Explorer.

  2. Under Master-Mixer Hierarchy, create an auxiliary bus.

  3. In the Auxiliary Bus Property Editor, on the Effects tab, assign a Wwise RoomVerb effect to the bus.

  4. Click Edit to edit the settings of the effect.

  5. Under Actor-Mixer Hierarchy, for any sounds or sound containers that you want to run through the effects bus, do the following:

    1. On the Property Editor pane, click the General Settings tab and select Game-Defined Auxiliary Sends.

    2. Select the Use game-defined auxiliary sends check box.

    3. In SoundBank Manager Layout (F7), select Generate soundbank.

  6. Open Lumberyard Editor, and then click Tools, Other, Audio Controls Editor.

  7. In the Audio Controls Editor, click Add, Environment.

  8. Link the Wwise auxiliary bus to the ATL environment.

After you have setup reverb effects, you next create and define an area shape, set the AudioAreaAmbience or AudioAreaEntity entity properties, and then link the entity to the area shape. The process for doing this is very similar to that for adding ambient sounds to a level. For more information, see Adding Ambient Sounds to Levels.

Setting Distance Values

The FadeDistance property for the AudioAreaEntity entity and the RtpcDistance property for the AudioAreaAmbience entity specify the maximum distance over which these values and the reverb level value are updated.

In order for the reverb level values to be updated correctly for players approaching and leaving an area shape, in most cases the EnvironmentDistance value is set lower or equal to the FadeDistance and RtpcDistance values in order to create realistic reverb (and ambient sound) effects. If it is necessary to have a greater EnvironmentDistance value, use two separate audio entities to control the reverb effect and then play the sound in the linked area shape.

After you set the AudioAreaEntity or AudioAreaAmbience entity properties, the audio is sent to the connected auxillary bus in Wwise LTX when player approaches the area shape.

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