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At a very basic level, motion data is generated in Wwise from a source. This source can either be an existing media file, a new media file, or a plug-in signal generator.
After you have decided which motion devices will be supported by your game, you must then decide which method you will use to generate motion. In Wwise, there are two different methods for creating a motion source:
Using an existing audio signal.
Using a Motion FX object.
When you convert an existing audio signal into a motion source, the audio signal is split in two at run-time after both RTPCs and effects have been applied. The split is done so as not to affect the original sound. Since audio has a much larger spectrum than motion, the higher frequencies are filtered out using a Low-Pass Filter. The signal is then resampled using a much lower sample rate to create the motion source.
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The LFE channel is ignored when generating motion from an existing audio source. |
Since the motion source is generated from an existing audio source, the motion is tied to the audio playback in game. This means that the motion source does not require a separate Event to be triggered in game. It also means that the motion source is affected by the same properties, behaviors, game syncs, and so on, as the audio object.
Another way to generate motion is by creating special Wwise objects, called Motion FX objects. These objects, like sound objects, contain a source. The motion source can be created from a plug-in signal generator.
When using Motion FX objects, you can build sophisticated motion structures, using Containers and Actor-Mixers, to define the properties and behaviors of your motion effects. Since these motion effects are not necessarily tied to the audio in your game, they can be triggered at any point in game by their own events.
Of course, there will be situations where one method will be preferential over another. For a further discussion on the benefits of each of these methods, refer to Creating Motion for Your Game.
The motion processing pipeline takes the motion signal generated from both types of sources and mixes them together before passing this mix through a special motion bus. The following illustration demonstrates how Wwise processes both types of motion sources and how the motion pipeline fits into the audio processing pipeline.
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