{"id":3157,"date":"2020-11-24T13:33:20","date_gmt":"2020-11-24T04:33:20","guid":{"rendered":"https:\/\/blog.criware.com\/?p=3157"},"modified":"2020-11-24T13:33:20","modified_gmt":"2020-11-24T04:33:20","slug":"creating-a-projectile-whizz-by-effect-in-atom-craft","status":"publish","type":"post","link":"https:\/\/blog.criware.com\/index.php\/2020\/11\/24\/creating-a-projectile-whizz-by-effect-in-atom-craft\/","title":{"rendered":"Creating a Projectile Whizz-By Effect in Atom Craft"},"content":{"rendered":"<h2 style=\"font-size: 150%; font-weight: bold; margin-top: 40px;\">Introduction<\/h2>\n<p>When designing for an FPS game, it is important to sonify threats to the player. If a player hears gunfire, this will alert them to potential danger but might not imply a current threat (especially if the gunfire is off in the distance). However, if they are close enough to the projectile to hear it whizzing through the air, they may need to react by getting to some cover.<\/p>\n<p>In this blog, we will look at creating a projectile whizz-by effect in Atom Craft. And by using some of ADX2\u2019s 3D Positioning features, we can design a system that is additionally modular and reactive.<\/p>\n<div style=\"max-width: 800px; margin: 0 auto; margin-bottom: 20px;\">\n<div style=\"width: 800px;\" class=\"wp-video\"><video class=\"wp-video-shortcode\" id=\"video-3157-1\" width=\"800\" height=\"450\" preload=\"metadata\" controls=\"controls\"><source type=\"video\/mp4\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_ProjectileWhizz-1.mp4?_=1\" \/><a href=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_ProjectileWhizz-1.mp4\">https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_ProjectileWhizz-1.mp4<\/a><\/video><\/div>\n<\/div>\n<p><\/p>\n<div style=\"max-width: 800px; margin: 0 auto; margin-bottom: 20px; text-align:center;\"><a style=\"display: inline-block; border: 1px solid #ccc; padding: 20px;\" href=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_BulletWhizz.zip\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1813\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2018\/06\/zip.png\" alt=\"zip\" width=\"80\" height=\"78\" style=\"\n    display: block;\n    margin: 0 auto;\n\">2020-11_BulletWhizz.zip<\/a>\n<\/div>\n<p><em>This project was created using CRI Atom Craft Ver.3.44.13 and UE4.25<\/em><\/p>\n<h2 style=\"font-size: 150%; font-weight: bold; margin-top: 40px;\">Source<\/h2>\n<p>First, we will need a short loop. Noisy sounds with some high-frequency content work well for this. We can then:<\/p>\n<ul>\n<li>On DspBusSetting_0, create a new Bus and name it \u201cDistortion\u201d\n<ul>\n<li>Add some DSP Effects such as Distortion and Chorus<\/li>\n<li>Send Bus to MasterOut<\/li>\n<li>Set Volume fairly low (e.g., 0.15)<\/li>\n<\/ul>\n<\/li>\n<li>On <em>BusMap For AISAC and Automation<\/em>, apply Distortion Bus to DspBusName2<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_1-1.png\" alt=\"2020-11_Projectile_1\" width=\"572\" height=\"563\" class=\"alignnone size-full wp-image-3177\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_1-1.png 572w, https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_1-1-300x295.png 300w\" sizes=\"auto, (max-width: 572px) 100vw, 572px\" \/><\/p>\n<ul>\n<li>Rename AisacControl_00 to \u201cAisac_ProjectileDistance\u201d<\/li>\n<li>Create a Polyphonic Cue named \u201cProjectileWhizz\u201d\n<ul>\n<li>Drag in looping projectile Material<\/li>\n<li>Set Pan Type to <em>3D Positioning<\/em><\/li>\n<li>In the 3D Positioning tab, set:\n<ul>\n<li>Distance \u2013 Aisac_ProjectileDistance<\/li>\n<li>Doppler Factor \u2013 4.00<\/li>\n<li>Attenuation Distance Min \u2013 20.00<\/li>\n<li>Attenuation Distance Max \u00ad\u2013 40.00<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_2.png\" alt=\"2020-11_Projectile_2\" width=\"754\" height=\"600\" class=\"alignnone size-full wp-image-3178\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_2.png 754w, https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_2-300x239.png 300w\" sizes=\"auto, (max-width: 754px) 100vw, 754px\" \/><\/p>\n<ul>\n<li>\n<ul>\n<li>Create new AISAC with two graphs set to:\n<ul>\n<li>Name \u2013 \u201cAisac_ProjectileWhizz\u201d<\/li>\n<li>Control \u2013 \u201cAisac_ProjectileDistance\u201d<\/li>\n<li>Graph Type \u2013 \u201cVolume\u201d and \u201cBusSend2 (Distortion)\u201d<\/li>\n<li>Create <em>Fast Change<\/em> curves on each<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_3.png\" alt=\"2020-11_Projectile_3\" width=\"804\" height=\"273\" class=\"alignnone size-full wp-image-3179\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_3.png 804w, https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_3-300x102.png 300w, https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_3-768x261.png 768w, https:\/\/blog.criware.com\/wp-content\/uploads\/2020\/11\/2020-11_Projectile_3-800x273.png 800w\" sizes=\"auto, (max-width: 804px) 100vw, 804px\" \/><\/p>\n<p>With everything set up, we can experiment with different settings on the DSP Bus Effects. We can also swap out the Material for a different loop or even layer different loops together. Lower attenuation distance values will make the projectiles audible only when they are very close to the player, but larger values could make the scene sound too busy.<\/p>\n<h2 style=\"font-size: 150%; font-weight: bold; margin-top: 40px;\">Testing<\/h2>\n<p>Let\u2019s open up the Session View to test our audio system. We can drag our BulletWhizz onto Player1, open the Positioning 3D tab, enable <em>Attached 3D Object on Player<\/em>, and offset the Source X-axis left or right of 0. Then, by dragging the Z-axis value up and down, we can simulate a projectile\u2019s motion through the air. Since an AISAC controls the Distance parameter, the DSP effect is automatically controlled by the distance between the player and the projectile. This means it sounds especially daunting as it nears the player.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Introduction When designing for an FPS game, it is important to sonify threats to the player. If a player hears<\/p>\n","protected":false},"author":2,"featured_media":3190,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"colormag_page_container_layout":"default_layout","colormag_page_sidebar_layout":"default_layout","footnotes":""},"categories":[5,7],"tags":[],"class_list":["post-3157","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-adx","category-tutorials"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.9 - aioseo.com -->\n\t<meta name=\"description\" content=\"Introduction When designing for an FPS game, it is important to sonify threats to the player. 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