This instrument essentially provides us with two handy features. On one hand, we can control how often sounds from a playlist will be triggered. This can be based on regular time or on musical tempo. On the other hand, we can also control the positioning each sound instance.
Spawning
We can control the spawn interval with a min and max spawn interval value. Additionally, we also have a spawn rate knob which is very handy if we want to automate the spawning rate with a game parameter. For example, we could have a scatterer instrument for birds chirping and the spawning rate is reduced as the weather gets worse.
Something to always keep in mind with spawning is that each element in our playlist will use a voice. A fast spawning rate plus a high polyphony can result in a lot of voices, specially if you have several scatterer instruments so keep in them in check if you have a limited voice budget which is usually the case for mobile or portable VR.
In world 3D vs full 2D
If you have a min/max distance that is not 0, FMOD will play the sounds around the emitter in a random position between the two values. Note that this positions are “in world”, as if they had they own emitters in the game world. This is very nice for things like birds around a tree or water splashes in a lake.
Now, keep in mind that even if you don’t have a spatializer on your event, having a non 0 min and max distance on a scatterer instrument will effectively make that event 3D. This is important to remember if (like me) you are playing your events through custom code and have checks for 2D/3D.
A different use case for a scatterer instrument is: what if we just want to play sounds around the listener in a “non in world”, 2D way? To do this, you would need to firstly not have a spatializer on the event which is probably already the case, if you were just creating a 2D ambience. Then, you need to set the min and max distance to 0. This will result in all sounds having the same volume and pan but that can be easily fixed by just randomizing this values. In fact, the scatterer instrument already has a “Vol Rnd” knob that you can use for this.. To change the panorama, you will need an extra effect on the track or you can also randomize the event panner if you want to affect everything at once.
Recreating voice spawning in Wwise
Firstly, we need to create a random container with all the Sound SFXs or other containers that we want to use. By default, a random container just plays one of its items following whatever randomization settings you have. So each time an event tries to play the container, we would just get one sound or voice. We can change this by changing the Play Mode from “Step” to “Continuous”. Now our container will try to play the complete list of objects we have. We can then make this loop so we cycle randomly through the list without ever stopping.
To control how often the sounds play, activate “Transitions” and choose “Trigger rate”. This allow us to control how often sounds are spawned in a similar way as in FMOD. You may want to randomize the duration value so sounds don’t play at a predictable rate.