Source Loops and Virtual Voices
Ambient and Procedural Sound Design
As evident in the name, source loops are coming from a more focused source or object, as opposed to the area loops. The area loops cover a more broad area within a given game.
In this instance, I began with a windmill that is present on the map inside the village. I found the windmill loop sound, made sure it was set to loop in the sound settings, and then dragged and dropped on the windmill! Following the drag and drop, I overrode the attenuation and adjusted the falloff to be more accurate to the setting.
Moving on to a waterfall on the map, I first created a new sound cue. There were two sounds that were already within this project library, so I grabbed those and dragged it to the sound cue I just created. I set volumes for the two sounds, ran it through the mixer into the sound cue, and then dragged that into the waterfall. Then I set the falloff once again.
Finally, I learned how to set up an attenuation folder within the audio section of a given project. For example, if Iām using fire a lot throughout the town, I can make an attenuation for all of the fires, instead of having to remake it every time for each fire. This saves a lot of time!!