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feat: Playback limits
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mrhid6 committed Jan 26, 2025
1 parent 8eea18e commit d9d0867
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36 changes: 36 additions & 0 deletions modules/ROOT/pages/Development/Satisfactory/Audio.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -311,6 +311,42 @@ You can now update the RTPC Game Parameter value using blueprints:

image:Satisfactory/Wwise/Wwise_UE_RTPC_Usage.png[Wwise_UE_RTPC_Usage, 700]

=== Playback Limits

Wwise has a limit on the amount of audio that can be played at once.
Trying to play more than this limit will result in lower priority sounds like footsteps, music or animal sounds will not play.

To resolve this you will need to setup playback limits for each of your audio files. This can be done in the audios advanced settings tab.

image:Satisfactory/Wwise/Wwise_PlaybackLimit.png[Wwise_PlaybackLimit, 700]

You will need to set the `Limit sound instance to` amount, this is amount of instances that can play this audio on the AK Component in Unreal.
Also set the dropdown next to this limit to `Per Game Object` this means per `AK Component` in unreal.

Next you will need to change the `When limit is reached` to `Kill voice` and also set the drop down under that to `Discard oldest instances`.
This means when the limit is reached for this audio it will kill any oldest instances and discard them.

Finally you will need to setup playback priority. The playback priority requires that you have setup Attenuation.

Set the priority of your audio to something like `10`, then set the `Offset priority by` setting to `-10`.

This setting will set the audio priority to 10, then when you are outside the attenuation distance will set the priority to 0 allowing for more important audio like the game sounds to be played.

Even with Attenuation and playback limits setup the audio will still play and count towards the Wwise Playback Limit.

* Attenuation will only lower the volume of the audio and not stop the audio.
* Playback limits are only limiting the number of audio instances playing on a game object.

So to prevent audio from playing when you are outside of the attenuation range you will need to make use of the Significance Manager.

For playing background buildings sounds use the `Gained Significance` and `Lost Significance` events:

image:Satisfactory/Wwise/Wwise_Significance.png[Wwise_Significance, 700]

For fire and forget ak events use the `Get Is Significant` function before posting the event:

image:Satisfactory/Wwise/Wwise_IsSignificant.png[Wwise_IsSignificant, 700]

== Wwise and Source Control

[NOTE]
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