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Bulldozer

Work Unit Download

Download this Work Unit:

Bulldozer SFX.wwu

Open the project's directory and locate the "Actor-Mixer Hierarchy" folder. You want to place the downloaded Work Unit inside this folder.

ExampleImage

Now open the Wwise Project. If the Project was already opened, it may prompt to refresh/restart the app.

Event(s)

Go into the Events tab. The following image of Events3 is required* to be made, in order to replace the sound properly. You don't have to make every event if you don't want to replace the other SFXs listed. Still, please recreate the image in its folder structure, and naming.

ExampleImage

BD_chestplate_break

BD_collar_break

BD_faceplate_break

BD_visor_break

dozer_ground_HeadHit

dozer_ground_scratch

dozer_shoulder_shove

dozer_shoulder_tackle

FS_bulldozer_01

We'll come back to these events later.

Now go into the Audio tab, and find the "Actor-Mixer Hierarchy" section.

Under the section should be the Work Unit you imported previously. It'll contain the containers that you import your audio (.wav) files into.

Due to how Wwise handles imports, there are 2 settings that need to be applied for the audio to both work and sound good.

We're editing these Containers:

BulldozerSFXContainers

Output Bus

The first field that needs to be changed is the Output Bus

outputbus

Click on the 3 dots next to it, and navigate to:

Master-Mixer Hierarchy > Default Work Unit > Master Audio Bus > Main > VO > VO_NPC

Exampleimage

Select NPC_System and click OK

Global Obstruction

Next, go into the RTPC tab in the Container Property Editor

Exampleimage

This tab will be responsible how much the audio will lower when it comes to walls, doors, and floors being in the way.

Due to how much this is up to you, this is a separate page entirely that can be opened here.

Audio Importing

Importing audio is easy. From file explorer, select the audio you want to use, and drag it onto the respective Container.

A window will open on import settings, for this you want to import it as a Sound SFX. Everything else can be left on its default setting.

ExampleImage

If you want a preview of what to expect, Wwise has controls to play, pause, and stop the currently selected container/audio.

Player

Once you're happy with your work, go back to the Events tab.

Events, again

Open the events that were created previously, a window like this should be open:

ExampleImage

On the bottom left, there's an option to "Add >>". Click on it, and click "Browse Object..."

Then search for the Container3 that you want to play, whenever this event is triggered.

Once you find it, select and press OK.

Go ahead and do this to the other potential events, unless you have another container to play for it.

Paking

Press "Ctrl S" to save, and open the Unreal Engine Project you downloaded in First Time Setup1

Proceed to "Paking Your Mod" on the left hand side of the page