Setting switches is very similar to setting states, except that you do it with the AK::SoundEngine::SetSwitch() function:
AK::SoundEngine::SetSwitch( AK::SWITCHES::GROUND::GROUP, AK::SWITCHES::GROUND::SWITCH::GRAVEL, GAME_OBJECT_ID_HUMAN );
The AK::SoundEngine::SetSwitch() method also accepts strings (Unicode or Ansi) instead of IDs. In this case you would specify the names of the Switch Group and Switch, as defined by the Wwise user:
AK::SoundEngine::SetSwitch( L"Ground", L"Gravel", GAME_OBJECT_ID_HUMAN );
In the sample program you can experiment with switches by clicking on the Start Walking button (to start triggerring Play_FootStep
events every half second) and then changing the ground material with the "Ground switch" dropdown list.
Refer to Integration Details - Switches for more details.
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Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information. |
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