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Integrating Game-defined Auxiliary Sends Into Your Workflow

In Wwise, you can create and edit Auxiliary Busses with effects and define which object is sending to them. Auxiliary sends can be defined programmatically to sounds based on game object positioning. The following steps describe how a development team can implement game-define auxiliary sends:

  • The sound designer defines Auxiliary Bus objects corresponding to environments in the game, such as small room, church, and cave.

  • The sound designer makes sure all sounds that are to be affected by the environment acoustics have the option Use game-defined auxiliary sends enabled.

  • The game developer maps the Auxiliary Busses to the environments as they appear in the game geometry.

  • The game developer creates a mechanism for reporting the real-time calculation of percentages of environments to the sound engine.

  • The sound engine calculates which Auxiliary Bus applies to the sounds triggered by each game object.

[Note] Note

To audition and tweak game-defined auxiliary sends, you must either connect to the game and tweak your effect in real time, or apply the auxiliary send as a user-defined send temporarily. You may also want to try the SoundFrame Test tool (SFTest.exe), which is installed as part of the Wwise SDK. This tool allows you to remote-control Wwise and retrieve data from the project. You must attach an Event to a game object, play it, and then edit the game-defined auxiliary sends by pressing the Edit Sends button. This will allow you to control the various levels of your game-defined sends.


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