menu
Table of Contents
-
Modules
Now that you have created the object that will receive the game call, as well as the nine different surfaces within, you need sounds to go with them. You'll achieve this by creating a Switch Container object in the Actor-Mixer Hierarchy.
-
In the Project Explorer, select the Audio tab.
-
In the Actor-Mixer Hierarchy, right-click the Default Work Unit and click Import Audio Files.
-
In the Audio File Importer dialog that opens, click Add Folders.
Importing a folder instead of individual files streamlines the process of creating objects in Wwise.
-
Navigate to
Module 4\Audio files for Module 4
, select theFootsteps
folder, then click Select Folder.The Audio File Importer window opens.
You’ll see that inside the
Footsteps
folder there are four folders containing footstep sounds on different types of material. You’re probably wondering why there aren’t more folders representing the nine different surfaces you defined in the last exercise. The reality is that during game production, you might not have all the sounds you intend to use, or there might not be enough resources to provide unique sounds for every possible surface. You’ll see in the next exercise how you can use the same set of sounds for other surfaces. -
Change the Footsteps Object Type/Action to Switch Container.
The Switch Container object type lets you choose which sounds will be played based on the status of specific input from the game.
The Object Type/Action for each folder contained within automatically becomes Random Container, and the rest of the objects automatically become Sound SFX. This suits your needs perfectly.
-
Click Import.
A new Switch Container named Footsteps is created.
-
Expand the Footsteps hierarchy to see the result of the folder import process. Notice a Sound SFX object was created for each WAV file, and these are arranged within Random Containers.
-
Collapse the Footsteps Switch Container before proceeding.