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

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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.

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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

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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

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The « ArtilleryLand » event plays the Artillery landing sequence.

Wwise sequence

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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

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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

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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

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Wwise sequence

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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

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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: