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Wwise Fundamentals

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Add objects to a Soundcaster Session

Now you'll add objects to your Soundcaster Session by dragging them from the Project Explorer. All of the objects you're going to add include the word "player" in their name, so this is a great time to make use of the search field at the top of the Project Explorer.

[Note]

You cannot add bus objects to a Soundcaster Session because they cannot be played in the Transport Control.

  1. In the Project Explorer, select the Events tab, and then type player in the search field.

    All objects that include "player" either in their name or in their Notes field are highlighted in yellow, and the hierarchies are expanded so that you can see the highlighted objects. For example, the Grunt_Rhino Event doesn't have the word player in its name, but if you were to select the object, you would see a Notes field in the upper-right corner of the primary editor that includes the word player.

  2. Drag the Defeated_Player Event into the upper-left corner of the Soundcaster Session.

    The object is represented by a small Soundcaster module.

  3. Play the Defeated_Player Event by clicking the Play button in its Soundcaster module.

  4. Drag the Foot_Player Event into the Soundcaster Session.

    Notice that the Material drop-down list appeared when you added the Foot_Player Event. This is because the target of this Event is a Switch Container, so the Soundcaster makes it easy to change the Switch value.

  5. Play the Foot_Player Event and make adjustments to the Material type.

    By default, the Soundcaster only displays Game Syncs that correspond with the objects you’ve loaded. You can force Game Syncs to appear by selecting the Show All buttons next to each Game Sync header.

  6. Click Show All in the RTPCs area.

    Now you'll add the rest of the Events related to the actions of the Wwizard.

  7. Drag the Events indicated below into the Soundcaster Session.

  8. Rearrange the Soundcaster modules by dragging them to the locations shown.

  9. Experiment with playing the various Event objects.

  10. In the Project Explorer, click the x at the right side of the search field to the clear the search term.

Notice that on the right side of each object’s Soundcaster module there are properties for Volume, Pitch, and LPF (Low-Pass Filter). No values are displayed in these fields because Event objects don’t contain these properties. To adjust these properties, you need to include the objects that are triggered by the Event objects. You'll try this next for the fire gem.


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