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Game Sound Design and Asset Production with Nuendo 7 Introduction Nuendo 7 was designed to support game sound designer workflows using an audio workstation for creating and designing sound assets and a game audio engine such as Audiokinetic Wwise to integrate audio assets (.wav audio files) into the game. This document gives an overview of the system concept and provides basic knowledge to get started. It is meant as a supplementary to the operation manuals of Nuendo 7 and Audiokinetic Wwise. System Setup On one computer Install Nuendo 7. Install Wwise 2015.1 and activate the install option “Nuendo Connection” during setup. In Nuendo, open the Game Audio Connect window and activate it. Open Game Audio Connect settings and select “Enable Game Engine Network Connection”. Start the Wwise authoring tool and open an existing Wwise project or create a new project. The connection to Nuendo should happen automatically. Nuendo shows the active Wwise connection in the Game Audio Connect window. On separate computers (example configuration) Install Nuendo 7 on a Mac Pro DAW. Install Wwise 2015.1 on Windows PC and activate the install option “Nuendo Connection” during setup. Both computers should be connected via network (e.g. Ethernet) and have IP address configurations that allow TCP/IP communication between the computers. If there is a firewall activated on the Nuendo computer, please make sure it is configured to allow incoming TCP connections on the TCP port configured in the Game Audio Connect settings (default 4444). Please ask your IT administrator for help if you have questions about the network or firewall setup. In Wwise, open the “Nuendo Connection Settings” and enter the IP address of the Nuendo computer as “Server Address”. In order to use Render in Place/Export or Export Audio Mixdown with Wwise on two computers, a shared network folder should be used. This can be a folder that you are sharing on the Windows computer or a network share on a network file server. In the Wwise “Nuendo Connection Settings”, set the path to the shared folder or network drive.

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Game  Sound  Design  and  Asset  Production  with  Nuendo  7  

Introduction  Nuendo  7  was  designed  to  support  game  sound  designer  workflows  using  an  audio  workstation  for  creating  and  designing  sound  assets  and  a  game  audio  engine  such  as  Audiokinetic  Wwise  to  integrate  audio  assets  (.wav  audio  files)  into  the  game.  

This  document  gives  an  overview  of  the  system  concept  and  provides  basic  knowledge  to  get  started.  It  is  meant  as  a  supplementary  to  the  operation  manuals  of  Nuendo  7  and  Audiokinetic  Wwise.  

System  Setup  

On  one  computer  • Install  Nuendo  7.  • Install  Wwise  2015.1  and  activate  the  install  option  “Nuendo  Connection”  during  setup.  • In  Nuendo,  open  the  Game  Audio  Connect  window  and  activate  it.  • Open  Game  Audio  Connect  settings  and  select  “Enable  Game  Engine  Network  Connection”.  • Start  the  Wwise  authoring  tool  and  open  an  existing  Wwise  project  or  create  a  new  project.  

The  connection  to  Nuendo  should  happen  automatically.  • Nuendo  shows  the  active  Wwise  connection  in  the  Game  Audio  Connect  window.  

On  separate  computers  (example  configuration)  • Install  Nuendo  7  on  a  Mac  Pro  DAW.  • Install  Wwise  2015.1  on  Windows  PC  and  activate  the  install  option  “Nuendo  Connection”  

during  setup.  

Both  computers  should  be  connected  via  network  (e.g.  Ethernet)  and  have  IP  address  configurations  that  allow  TCP/IP  communication  between  the  computers.  

If  there  is  a  firewall  activated  on  the  Nuendo  computer,  please  make  sure  it  is  configured  to  allow  incoming  TCP  connections  on  the  TCP  port  configured  in  the  Game  Audio  Connect  settings  (default  4444).  Please  ask  your  IT  administrator  for  help  if  you  have  questions  about  the  network  or  firewall  setup.  

• In  Wwise,  open  the  “Nuendo  Connection  Settings”  and  enter  the  IP  address  of  the  Nuendo  computer  as  “Server  Address”.  

In  order  to  use  Render  in  Place/Export  or  Export  Audio  Mixdown  with  Wwise  on  two  computers,  a  shared  network  folder  should  be  used.  This  can  be  a  folder  that  you  are  sharing  on  the  Windows  computer  or  a  network  share  on  a  network  file  server.    

• In  the  Wwise  “Nuendo  Connection  Settings”,  set  the  path  to  the  shared  folder  or  network  drive.    

Exported  files  to  this  shared  folder  or  any  of  its  sub-­‐folders  will  then  automatically  be  found  by  Wwise  and  imported  into  your  Wwise  project.  

Note:  It  is  possible  to  change  the  TCP  port  used,  if  you  have  problems  using  the  default  port  4444  for  the  network  communication  (e.g.  because  it  is  already  in  use  by  other  software  on  your  computer).  Please  make  sure  to  enter  the  new  TCP  port  both  in  the  Nuendo  Game  Audio  Connect  settings  as  well  as  the  Wwise  “Nuendo  Connection  Settings”.  

Setup  of  Nuendo  Projects  for  Sound  Design  and  Asset  Production  Many  sound  designers  appreciate  the  linear  timeline  of  a  DAW  as  a  workbench  to  create  sound  design  assets  that  will  sound  distinctive  once  integrated  into  the  game.  A  Nuendo  project  can  be  setup  to  support  both  creative  sound  design  and  organizing  and  maintaining  thousands  of  sounds  in  a  logical  manner.  

Tools  for  sound  design  Apart  from  the  very  obvious  tools  like  cutting,  crossfading,  timestretching  and  layering  sounds  on  different  tracks,  using  VST  plug-­‐in  effects  is  probably  the  most  popular  way  to  modify  sounds.  Nuendo  generally  offers  two  ways  of  using  VST  plug-­‐in  effects,  which  can  also  be  used  in  combination:  

• Offline  processing  plug-­‐in  effects  into  audio  clips.  • Using  plug-­‐in  effects  as  inserts  in  the  MixConsole  signal  flow.  • Using  the  MixConsole  Channel  Strips  for  equalizing,  compressing  and  shaping  sounds.  

Choosing  Your  Principal  Organization  Scheme  The  way  you  organize  your  sound  design  assets  in  the  game  audio  engine  (such  as  Audiokinetic  Wwise)  should  correlate  to  the  way  your  Nuendo  project  is  structured.  It  is  important  that  you  assign  a  general  meaning  or  concept  for  the  vertical  and  horizontal  aspects  of  a  project.  When  the  project  is  setup  in  an  appropriate  and  comprehensive  way,  you  can  later  create  the  final  assets  in  one  go.  

Depending  on  your  workflow,  the  Nuendo  project  can  be  setup  in  various  ways,  and  there  are  two  main  functions  that  will  create  the  final  assets.  

• Export  Audio  Mixdown  with  Batch  Export  o Use  this  when  your  project  is  organized  with  Marker  Tracks  and  has  structured  audio  

routing.  • Render  In  Place/Export  

o Use  this  when  your  event  selection  represents  the  assets  you  want  to  create.  

Particularly  when  using  mixer  insert  effects,  you  must  ensure  that  the  desired  effect  is  included  by  using  the  appropriate  signal  routing.  

The  following  described  examples  should  give  an  idea  of  the  possibilities  and  encourage  you  to  try  out  different  scenarios.  

Example  “Weather”  Outcome:  In  this  project  the  final  assets  will  be  sets  of  sound  files  that  will  be  layered  and  balanced  by  the  game  Audio  engine  during  game  play.  

• The  horizontal  axis  represents  different  flavors  of  the  sounds  (different  weathers  depending  on  the  game  level  condition).  Cycle  Markers  are  used  to  describe  the  meaning  of  each  block  of  sounds.  

• The  vertical  axis  (Audio  Tracks)  represents  multiple  components  of  a  sound  event  (different  sounds  in  combination  make  the  weather).  Tracks  can  be  organized  in  Folder  Tracks,  this  helps  managing  complex  projects.    

 

 Let’s  say  the  game  asset  naming  conventions  used  by  the  studio  require  the  following  naming:    Title_Level#_Group_Situation    The  Naming  Scheme  function  of  Nuendo  can  output  files  named  like  this:  

 

Functions  used:  Export  Audio  Mixdown  with  Batch  Export.  Asset  naming  created  from  Track  Names  and  Cycle  Marker  names.  

   

Example  “Footsteps”  Outcome:  In  this  project  the  final  assets  will  be  a  series  of  sound  files  that  will  be  layered  and  balanced  by  the  game  audio  engine  during  game  play.  

• The  horizontal  axis  (clips  in  a  row)  represents  multiple  variations  of  a  sound  event  (different  versions  of  a  foot  step  recording).  The  variations  allow  for  the  game  audio  engine  to  randomly  play  different  sounds  to  make  it  sound  more  natural.  

• The  vertical  axis  represents  additional  sounds  (clothes,  gravel)  which  will  be  mixed  to  the  footsteps  assets.    

• Alternatively  the  assets  can  be  rendered  without  being  mixed,  but  as  separate  files,  so  the  game  audio  engine  can  do  the  balancing  during  game  play.    

 

 Automatically  created  assets    (Render  In  Place/Export  (“Mix  Down  to  One  Track”  option  used),  according  to  a  given  naming  scheme:  

 

 

Automatically  created  assets    (Render  In  Place/Export  (“Mix  Down  to  One  Track”  option  not  used):  

             

 

 

 

Functions  used:  Asset  naming  created  from  track  names  adding  an  automatic  counter.  

Automatic  Transmission  from  Nuendo  7  to  Wwise  When  using  the  Nuendo  7  Game  Audio  Connect  feature,  files  created  using  Export  Audio  Mixdown  or  Render  In  Place/Export  are  reported  to  Audiokinetic  Wwise  automatically,  allowing  Wwise  to  prepare  for  the  asset  import.  

Using  Audio  Export  Mixdown  or  Render  In  Place/Export,  the  destination  folder  for  the  created  assets  is  determined  via  a  file  selector  dialog.  If  you  are  using  two  computers  for  Nuendo  and  Wwise,  you  need  to  export  to  a  shared  folder/drive  that  is  accessible  from  Nuendo  and  Wwise.    

When  using  the  Drag  and  Drop  feature  (dragging  Clips  from  the  Nuendo  project  to  the  Game  Audio  Connect  window),  the  files  are  created  and  transferred  to  Wwise  using  the  following  rules:  

• The  last  used  setting  of  the  Render  In  Place/Render  Settings  dialog  apply.  • The  files  created  automatically  show  up  in  a  Wwise  import  dialog.  • If  using  two  different  computers  for  Nuendo  and  Wwise,  Nuendo  will  manage  transferring  

the  files  via  network  automatically.  (See  “System  Setup  On  Separate  Computers”  above)  o After  selecting  the  desired  destination  path  in  your  Wwise  project  in  the  Wwise  

import  dialog,  the  files  will  be  moved  from  a  temporary  folder  to  their  final  location  

Automatic  Retrieval  of  Nuendo  Projects  from  Wwise  You  can  open  the  corresponding  Nuendo  session  used  for  exporting  an  asset  directly  by  using  a  Wwise  command.  For  this,  right-­‐click  on  the  imported  audio  asset  in  the  Wwise  project  and  select  “Edit  in  Nuendo”  from  the  context  menu.  Nuendo  will  then  open  the  project  and  mark  the  time  range  that  corresponds  to  the  exported  asset.  

Note  that  Nuendo  must  be  running  for  the  entry  in  the  context  menu  to  appear.  

 

If  the  project  is  not  available  any  more  at  the  exact  path  where  it  had  been  saved  when  exporting  the  asset,  Nuendo  will  help  you  find  the  Nuendo  project  file  at  a  different  location.  In  this  case,  Nuendo  will  show  up  a  search  window  where  you  can  define  a  folder  to  start  searching  for  the  Nuendo  project  file  (.npr).  Nuendo  will  perform  a  search  through  all  subfolders  of  the  path  you  selected.  For  example,  if  the  project  had  been  on  your  local  hard  drive  when  exporting  the  assets,  but  was  moved  to  a  backup  network  drive  later  on,  you  should  specify  the  path  on  the  network  drive  where  all  the  sessions  are  located  for  the  particular  gaming  project  you  are  working  on.  

Notes  • Information  about  the  path  to  the  Nuendo  project  is  placed  as  metadata  in  the  exported  

Wave  file.  Therefore,  make  sure  that  you  save  the  Nuendo  project  before  exporting  the  asset  in  order  to  allow  you  to  find  the  project  again  later  on.  

• Nuendo  must  be  running  and  Wwise  must  successfully  be  connected  to  Nuendo  via  network  (see  System  Setup  above).    

Troubleshooting  • If  the  “Edit  in  Nuendo”  entry  does  not  appear  in  the  context  menu,  make  sure  that  the  

network  connection  between  Wwise  and  Nuendo  is  configured  correctly  (see  System  Setup  above).  If  the  connection  is  working,  Nuendo  should  show  “Wwise”  in  the  Game  Audio  Connect  window:  

 • If  you  have  a  single  computer  running  Nuendo  and  Wwise  and  the  network  connection  does  

not  seem  to  work,  please  check  the  “Server  Address”  in  the  Wwise  settings  (Project  -­‐>  Nuendo  Connection  Settings).  It  should  be  set  to  127.0.0.1  in  this  case.  

Managing  Sound  Design  Projects  in  Perforce  You  can  use  an  existing  Perforce  environment  to  store  your  Nuendo  sessions  in  Perforce  depots,  making  it  possible  to  have  version  control  for  your  Nuendo  projects  and  a  secondary  backup  functionality.  Please  note  that  the  Perforce  integration  of  Nuendo  is  designed  to  store  the  Nuendo  projects  and  all  associated  Nuendo  Pool  references  in  a  Perforce  workspace.  It  is  not  intended  to  manage  exported  assets  in  Perforce,  since  this  is  the  domain  of  Audiokientic  Wwise  which  comes  with  its  own  integrated  Perforce  client  for  the  use  case  of  managing  the  exported  game  asset  files.  

Prerequisites  An  existing  and  configured  Perforce  environment  is  required  in  order  to  utilize  this  feature:  

• Perforce  server  available  in  your  network  and  permissions  to  access  it  with  a  user  name  from  your  computer  

• The  P4V  Perforce  client  installed  on  your  computer  • A  workspace  already  set  up  and  which  is  synced  with  a  folder  on  your  computer  

   

Configuration  • Open  the  Game  Audio  Connect  window  in  Nuendo  (Project  -­‐>  Game  Audio  Connect).  • Click  the  “Open  Game  Audio  Connect  settings”  button.  • Activate  the  “Use  Perforce”  checkbox  and  set  Perforce  Server  Address,  User  Name  and  

Password.  • After  you  close  the  Game  Audio  Connect  settings,  a  green  Perforce  logo  will  show  you  that  

the  login  process  for  the  Perforce  server  was  successful.  If  the  logo  is  shown  in  red,  an  error  with  the  connection  occurred.  

Working  with  Perforce  If  you  have  a  session  that  you  want  to  check  in  to  a  Perforce  server,  take  following  steps:  

• Save  the  Nuendo  project  somewhere  under  your  local  Perforce  workspace  sync  folder.  Nuendo  will  then  detect  the  workspace  associated  with  this  path  automatically  and  the  menu  option  File  -­‐>  Save  To  Perforce  will  become  active.  

• Select  File  -­‐>  Save  To  Perforce,  a  dialog  will  show  up  listing  all  files  that  will  be  added  to  the  Perforce  workspace.  You  can  also  add  a  comment  about  your  file.  

When  opening  a  Perforce  controlled  project,  Nuendo  will  ask  whether  it  should  create  a  Perforce  change  list  for  you.  Nuendo  will  then  add  a  new  change  list  in  the  underlying  workspace  and  keep  track  of  all  changes  and  additions  you  do  to  the  project.  If  you  close  the  project,  Nuendo  will  ask  what  to  do  with  the  open  change  list  and  the  contained  changes:  

1. Submit:  Nuendo  will  commit  all  changes  in  the  project  and  referenced  files  to  the  Perforce  depot.  The  change  list  is  closed  afterwards.  

2. Revert:  All  changes  since  the  last  commit  will  be  reverted.  Warning:  you  will  lose  all  changes  made  since  the  last  Perforce  commit.  The  Nuendo  project  will  thus  be  reverted  to  the  latest  version  available  on  the  Perforce  server.  

3. Ignore:  This  will  do  nothing  to  the  Perforce  change  list.  The  project  is  closed,  but  all  changes  to  the  files  are  still  available  in  the  workspace  change  list.  Please  use  an  external  Perforce  client  (e.g.  P4V)  to  resolve  the  change  list  manually.  You  should  select  this  option  if  you  want  to  manually  decide  for  each  file  whether  to  commit  or  revert.