The sample project has been set as if it would be integrated in an actual 3D game where reverbs are dynamically assigned at runtime. Therefore, the objects in the Actor-Mixer hierarchy have been set to use the Game-Defined Auxiliary Sends and not the User-Defined Auxiliary Sends.
Game-Defined Auxiliary Sends cannot be heard from Wwise. If you'd like to listen to these sounds with reverb, you can route the top parent User-Defined Auxiliary Sends objects from the Actor-Mixer hierarchy to the Aux busses.
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