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Wwise Fundamentals

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Create an Event and simulate Switch transitions

So far, you've created a Switch system that can play different footstep sounds depending which surface the Wwizard is on. Now you need to know when the Wwizard has taken a step. To receive this information from the game, you'll create an Event. Then you'll learn how to audition the Switch system in Wwise before trying it in Cube.

  1. In the Project Explorer, right-click the Footsteps Switch Container and select New Event > Play.

    A Play Event is created. By default, it's named Play_Footsteps.

  2. In the primary editor, rename the Event Foot_Player to match the name that is already defined in Cube.

  3. In the Transport Control, click the Play button (spacebar) to hear the Foot_Player Event.

    You hear one of the randomly chosen footstep sounds on the default surface, concrete.

  4. In the Transport Control, select the Display Switches button.

    Any Switch Containers associated with the Event appear in the Transport Control. In addition, there is a drop-down list where you can select any of the surfaces you configured earlier, which effectively simulates the player moving from one surface to another in the game.

  5. In the drop-down list, select Gravel, and then play the Foot_Player Event again. Further experiment by playing the other surfaces.

  6. Click Reset All to reset all Switches and any other Games Syncs back to their default value.

  7. Return to Cube and walk around.

    You hear footsteps as the Wwizard walks and the footstep sounds change when he moves from one surface to another.

  8. To exit the game, press Esc, use the up and down arrow keys to select quit, and then press Enter.

Congratulations, you've finished module 4! In this module, you learned how to import folders containing subfolders, how to create Switch Groups to change sounds based on conditions in game, and how to audition your Switch Group in Wwise. Those are some powerful skills!

Up next, Module 5: Using Game Parameters, where you’ll learn to create responsive audio that evolves dynamically based on in-game values like speed, health, or time of day.


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