CRI ADX(Unreal Engine) v1
Intermediate Level 17 Sound that changes depending on the situation in the game

Sound that changes depending on the situation in the game is called interactive music.
As one of the ways to realize interactive music, ADX offers "AISAC".
Using AISAC, you can achieve effects such as "the more advantageous your position is in a sports game, the more roaring the cheers from the gallery become."
For more information about AISAC, please refer to the ADX Glossary or the CRI ADX Tools Manual.

Try it out for yourself

Click the play button to play the sound effects of cheers, and by moving the slider left and right you can experience how the excitement of the cheers changes in real time.

Adding new sounds

Additional sound material is required to study this topic.

Sample sound data

Import the downloaded "DemoProj.acb" into your UE5 project.

Before starting

To avoid confusion, please remove the sounds placed in the level and the nodes placed in the level Blueprint in the previous tutorial, "Intermediate Lesson 16: Controlling the playback of categorized sounds."

Trying to implement it

Place "DemoProj_Kansei_Cue" on the level.

Open the level's Blueprint.

Place the “Set Aisac by Name” node in the “Atom Sound” category.
Also, connect the nodes as shown below.

"Control Name" specifies the name of the AISAC control.
If you are unsure of what name to specify, ask the ADX data creator.
This time, specify "AisacControl03".

Specify a value between 0.0 and 1.0 for "Control Value". The sound will change interactively depending on this value.
For specific details on how the ADX will change, please check with the data creators.
In the case of the "DemoProj_Kansei_Cue" cue we provided this time, the higher the value, the more spectacular the cheers will be.

Listen to the sound

Compile the level blueprint and start the game.
There is a faint sound of applause.
At this point, the "Control Value" is 0.0 (because the "DemoProj_Kansei_Cue" cue is set that way).
Pressing “1” on the keyboard will set the “Control Value” to 0.8, making the cheers louder.

About actual operation

In actual operation, one possible use case would be to introduce a concept such as "excitement level" and raise or lower the "Control Value" depending on the "excitement level."

Let's try it out.
Prepare a Float type variable called "HowExciting".
Increase "HowExciting" by 0.2 when you press "1" on the keyboard.
When you press "2" on the keyboard, "HowExciting" decreases by 0.2.
In other words, connect the nodes as shown below.

Listen to the sound

Compile the level blueprint and start the game.
Pressing "1" on the keyboard will increase the cheer volume, and pressing "2" on the keyboard will decrease the cheer volume.

Tips

What is AISAC control?

  • AISAC control is the identification name used when controlling AISAC from a program.
  • For details, please see the following page of the "CRI ADX Tools Manual."
  • CRI ADX Tools Manual AISAC Control