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Wwise Fundamentals

Table of Contents

Module 4: Using Switches

If you've gone through modules 1, 2, and 3, you might remember that game calls are messages sent between the game engine and the Wwise sound engine. In those earlier modules, event-type game calls are used to communicate when something like the Wwizard firing an ice gem has occurred. Modules 4, 5, and 6 introduce the use of Game Syncs, a category of game call that allows the game to communicate more detail about the particular conditions of the game. For example, what type of surface is the player walking on, how much health do they have left, is the player still alive or did they meet their demise? You'll learn to use this information to design a soundscape that constantly adapts to the player's unique experience.

In the game Cube, our Wwizard does a lot of running around; chasing monsters, and in some cases, running from them. As with most first-person perspective games, you never actually see his feet, but you can see that the surface he's walking on changes from one area of the game to another. To convince the player that the Wwizard is walking on the ground, you're going to attach footstep sounds to his movements, and you're going to use Switches, a type of Game Sync, to change that sound anytime the surface under his feet changes.

By completing this module, you'll gain the following skills:

  • Importing folders containing subfolders of WAV files

  • Creating Switch Groups to change sounds based on conditions in-game

  • Auditioning Switch Groups in the Transport Control

Before starting this module, make sure you have completed the following:

Approximate Duration:

  • 20 minutes


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