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Wwise provides great flexibility in structuring a bus hierarchy. This means that there is no universally correct way to organize your project's sound structure. Still, the following simple example provides overall general practices for the development of a bus structure regardless of a project's mix of assets and requirements.
In the following screenshot, drawn from the Schematic View, we see a project organized under the three master busses into four Audio Busses, two secondary busses, and one Auxiliary Bus.
For the Master Audio Bus, we have the following busses:
To make it easier to apply adjustments to sounds based on being located in a large airplane hangar, we also added an Auxiliary Bus: Hangar_Env. This way, when the game scene moves to the hangar, we can send sounds - manually or through a game call - to this bus where we apply a reverb reminiscent of the open echo one might hear in such an environment.
For the Master Secondary Bus, we have the following busses:
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Do not send the same sound at the same time to both a secondary and an Audio Bus! Every system has its own level of latency. Even if it's only a couple of milliseconds, the delay in two outputs of the same sound will create a noticeable dissonance. |
For the Master Motion Bus, we have no child busses. In this simple project, there aren't many motion FX, just a door sliding and a window opening, so they can both be placed under the master. However, we could also have routed sound objects to the motion hierarchy. In such a case, it could be warranted to add child motion busses even with so few motion objects in the project.
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You can generate motion data from a sound object, including music files. For more information on generating motion from an existing sound object, refer to Generating Motion from Existing Sounds. |
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