Table of Contents
To integrate sound into Cube, you need to first evaluate the kind of information that is being sent from the game to Wwise. To do this you’ll need to run the special “profiler” version of Cube that you tested in the Installation chapter.
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Launch the Cube game.
If you’re not sure how to launch Cube, review the Playing Cube exercise at the end of the Installation chapter written for your computer’s operating system. If you play Cube and there is already sound in the game, then refer to the Silencing Cube exercise also found in the installation chapter.
You’ll need to now return to Wwise. In fact you’ll be switching back and forth between the game and Wwise quite often throughout this tutorial, so you’ll want to become familiar with using Alt+Tab on Windows, or Command+Tab on a Mac to switch between programs.
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Press Alt+Tab on Windows or Command+Tab on Mac to return to Wwise.
There are a number of views that work together to show you information related to reviewing information being received from the game, but rather than opening them one at a time you can quickly open them in one step using a layout. A layout is a predefined collection of views that are commonly used together.
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In the main menu click Layouts and choose Profiler or press F6.
The Profiler layout is displayed. You can use the views in this layout to evaluate information about messages generated in the game and monitor details about sound engine performance.
You’re going to use the Capture Log view in the upper left to display information that is being generated in game. To access this information, you need to connect Wwise to the Cube game that you should still have running in the background.
Hovering over buttons displayed as icons will display a help tag indicating their function.
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In the toolbar, click the Connect to Remote Platform button located to the right of the numeric Cursor Time display.
The Remote Connections window opens. It displays a list of all computers on the network that are running a game that uses the Wwise Sound Engine. These computers appear in the list because these games are able to communicate with the Wwise authoring application. This list should include your own computer.
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Select your computer from the list and click Connect.
The window closes and because the Start capture on connect check box was selected, you’ll see the capture button in the toolbar turn red, while a counter ticks next to it.
Capturing is the process of recording, in real time, a log of any information coming from the Wwise Sound Engine in your game related to the game play, an invaluable asset as you develop the sound for your game.
In the Capture Log, you see messages in red and yellow indicating that Cube is unable to find expected files and information it needs in order to produce sound. This is because you deleted those files as part of the installation process.
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Return to the Cube game and throw the ice gem one time.
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Go back to Wwise to view the Capture Log.
In the Capture Log view you’ll see a few lines of information, confirming that Cube transmitted information to Wwise when you threw the ice gem.
When connected to a game, some Wwise parameters cannot be adjusted. So, once you have the desired Capture Log information, you should disconnect from the game.
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Click the Remote Platform button in the toolbar.
The capture process stops and Wwise disconnects from the game. You can now evaluate what just happened.
The information displayed represents errors that were generated because Wwise does not know what to do with the messages it has received. These messages are generically referred to as Game Calls and there are a variety of different types of calls that may be triggered. You’ll learn more about the different types of calls later, but for now you need to take a closer look at the error description.
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If necessary, drag the right side of the Description column header to the right so you can view the entire error message.
The messages in the description area refer to something called Events. Events are a type of Wwise Game Call that the game engine sends to the Wwise audio engine, indicating that something has occurred in the game. Usually when an event is transmitted to Wwise, it’s used to trigger a sound, to modify one of its properties, or even to stop the sound from playing. Events are given names to identify what the event is being used for. In this case, the Fire_IceGem_Player event name that’s being referenced makes it clear that it is associated with the act of the player throwing their ice gem.
Also notice that there is a Game Object Name column that specifies Local Player. This identifies which entity in the game the message is associated with. For example, there may be multiple characters in the game that carry an ice gem, so the game engine needs to know which character is throwing the ice gem to appropriately play the sound. For example, if the monster that just threw an ice gem appears to be 50 meters away, then the sound probably shouldn’t be played at the same volume as when the Wwizard throws his ice gem. This will be explored in greater detail in Lesson 4: Creating Space.
For now, the problem is that Wwise is saying that it has no idea what to do with this event, but you’re about to change that!