Posts Tagged ‘artillery’

Dynamical sound-design: the Artillery

For Win That War! we chose to work with the Wwise audio engine, which offers a greater autonomy to the sound designer.

Freed from technical constraints thanks to a tool such as Wwise, which brings a real flexibility of use and very intuitive tools for sound integration, all that remains is to be creative: recover the events of the game to play the sounds of the objects, of the atmosphere, the feedback, the music… and work the sound in its entirety to create a cohesion between all these sounds.

For this first article about Sound Design, we chose to talk about one unit in particular: the Artillery.
This is the 2nd part of the article about the Artillery animation, you can read it here.

artillery win that war

The Artillery is a vehicle which, in the game, plays several animations. To achieve the sound of the vehicle and stick to its animations, we divided it into five parts:

  1. Movement
  2. Artillery landing
  3. Cannon deployment
  4. Artillery shooting
  5. Artillery “take off”

 

Movement :

 

An engine sound is played when the vehicle is moving, two events allow the sound to start and stop.

These events are common to all of the vehicles of the game, they are linked to a switch in which the sounds of vehicles are located.

  • StartEngine
  • StopEngine

Wwise events

startenginemarque

The “StartEngine” event plays the “EngineSounds” switch. The “EngineSounds” Switch contains all the sounds of all the vehicles. These sounds are named exactly the same both in the switch and in the code of the game, playing the sound corresponding to the right vehicle.

stopenginemarque

The “StopEngine” event mutes the sound of the vehicle played in the “EngineSounds” switch. The selected line (dark gray) corresponds to the action performed by Wwise on the selected object.

Wwise sequence

artilleryloop-sequencewwisemarque

The “EngineSounds” switch on the main tab (and not the event tab) contains the vehicle movement sounds. By selecting the sequence of the Artillery, we enter the settings window.

 

Artillery landing:

At the very moment the vehicle sets into position on the ground, a sequence of sounds is played, triggered by a “code” event, which plays the sounds in Wwise.

This sequence consists in several sounds which are played one after the other, or overlap one another.

  • ArtilleryLand
  • ArtlleryLandRotation
  • ArtilleryDeploymentTurret

Wwise event

artillerylandmarque

The « ArtilleryLand » event plays the Artillery landing sequence.

Wwise sequence

artilleryland-sequencewwisemarque

This “Container sequence” contains the different sounds constituting the landing action of the vehicle. The playlist, at the bottom right, allows you to decide in which order the sounds of the sequence are played

 

 

Cannon deployment: 

 

Following the landing of the Artillery, the cannon deploys. This sequence is launched by an event:

  • AtilleryDeploymentCanon

Wwise event

artillerydeploymentmarque

The “ArtilleryDeployement” event plays the sound of the cannon deployment. When the order of deployment of the gun is launched, an order to stop the landing sequence “ArtlleryLand” is sent from the same event, at the same time.

Wwise sequence

artillerydeployment-sequencewwisemarque

 

 

Artillery shooting:

 

Then, the time has come to fire…

 

Always driven by an event, a sequence mixes the shooting sound with a “metallic” recoil sound, and another for ammo reloading.

  • ArtilleryShoot
  • ArtilleryShootCanon
  • ArtilleryRecharge

Wwise event

artilleryshootmarque

Wwise sequence

artilleryshoot-sequencewwisemarque

 

Artillery “Take Off”:

 

Once the target has been destroyed, or by order of the player, the vehicle must be moved. A sound is played when it leaves its state of siege.

  • ArtilleryTakeOff

Wwise event

artillerytakeoffmarque

Wwise sequence

artillerytakeoff-sequencewwisemarque

 

Each sound is created ahead, with an “audio sequencer” software, in which an animation video of the vehicle enables to tune the sounds to the image and to proceed to the editing of the recorded or collected sounds, as well as the processing. This creates a harmonious and credible mix (eq, filters, pitch, compression, reverb…)

Everythin is made as one piece, then cut to create several sounds. Then, these sounds are exported to Wwise and played in sequences as explained above.

In game, the different parts that make the final sound of the Artillery are played accordingly to the actions of the unit.

And this is how it looks and sounds in game, when you are playing:

 

Animation of the Artillery

Artillery of WinThatWar!

Original : Fisher Body craftmen

The animation of the vehicles is a perfect blend of handmade animation and procedural animation. I would like to begin with the latter type of animation, and here are the related elements:

> The movement of the vehicle is supported by the physical engine of the game. In this way, the vehicle follows the inclination of a virtual grid, a collision volume or, more simply, a deformed plan simulating the relief of the ground.

> The Artillery also needs to be able to shoot from different ranges and angles. Thus, the articulations related to the rotation of the cannon are animated by the code (what we call the “logic”) so that the shot adjusts itself directly to the position of the target, according to the position of the Artillery.

> The caterpillar tracks are also animated, following the movement of the vehicle. This effect is obtained by dynamically moving the UV coordinates of the model, in game, in accordance with the speed of the vehicle.

As a reminder, the UV coordinates are the correspondence between 3D coordinate (xyz) and 2D (uv) used to indicate where and how the textures are “drawn” on the model. In the case of the tracks, we could say that the UV “glide” on the 3D, giving an impression of rolling movement.

Artillery caterpillar continuous track

All the other animations are handled beforehand by the animator.

The animator is free to use all the other articulations available, except for the 2 articulations handled by the engine that we addressed earlier: the horizontal rotation of the turret and the vertical lifting of the cannon.

In the case of the Artillery, here are the elements created “by hand”, before the “logic” steps in:

> The animation of the installation. The vehicle is rather slow to get into siege position, and conveys the impression of a powerful weapon, which takes time to set up but is destructive. The disassembly is, however, much more short.

> Creation of shock absorption and a wave that shakes the whole vehicle when the Artillery shoots. This animation is achieved through the lifting of the mudguards, which is then synchronised with a shockwave effect, creating dust clouds.

animation joints and curves

And now, about shooting. This is when we add the particle effect which helps materialise the projectile, in the form of a plasma ball.

Finally, the death animation of the Artillery is simulated using the physical engine, called Mass FX. It is pre-calculated with the 3D modeling software and then reworked by the animator to get the desired result.

This animation goes with a smoke cloud and fragments spraying all around the vehicle. The destruction of the Artillery, alone, is not impressive enough to the player:

dislocation

This is pretty much the life of the Artillery. From the moment it leaves the factory to its death of the battle field.

This post about animation is the first half of a two-part article. The next post will be entirely dedicated to the Sound Design of the Artillery which, as you will see, is directly related to the different animations addressed here.

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