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Wwise Fundamentals

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Associate Switches with Switch Containers

Now you're going to associate the Switch Container you just created with the Switch Group you created earlier. As you develop the sound for the game, you might end up with several Switch Groups for other purposes, but only one Switch Group can be associated with a particular Switch Container.

  1. With the Footsteps object selected, in the Property Editor, select the Switch Container category. Then under Switch Group or State Group, click the [...] button.

    The Project Explorer - Browser opens.

  2. Under Switches > Default Work Unit, select Material and click OK.

    In the primary editor, the Assigned Objects area is now populated with the Switch objects you created in the last exercise. And in the secondary editor, the Random Containers representing the sounds you imported are shown.

    Now you need to define a default surface to use in case, for any reason, the game engine doesn’t communicate a surface to the Wwise sound engine.

  3. In the Property Editor, under Default Switch or State, click the [...] button.

    The Project Explorer - Browser opens again.

  4. Under Switches > Default Work Unit > Material, select Concrete and click OK.

    Now it's time to associate sounds with surfaces! Some associations are obvious, such as concrete sounds should go with the concrete surface. However, others might not be ideal. For example, which of the four types of sounds you imported would work for water? At this point, none of them, so for now you can assign a placeholder. Later, when you have recorded yourself walking on water, you can update the water surface with a better sound. Using this approach, as long as you have all of the potential surfaces accounted for, you won’t have to go back and bother a programmer when you're ready to finalize the sounds.

  5. In primary editor, click the plus sign to the left of the Concrete Switch and select Concrete from the list.

    [Tip]

    Alternatively, you can drag objects from the secondary editor to the primary editor.

  6. Click the plus sign to the left of the Grass Switch and select Dirt from the list.

  7. Continue until all Switches have an associated Random Container as shown in the following figure.

    [Note]

    It is possible to assign more than one object to the same surface, in which case both would play simultaneously when the player is walking on that surface.

Now each surface has a set of sounds associated with it. Well done!


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