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Up to 4 game-defined auxiliary sends can be set in addition to the 4 user-defined auxiliary sends. Game-defined auxiliary sends are mostly controlled by the game using the following Wwise SDK functions:
AK::SoundEngine::SetGameObjectAuxSendValues()
Use this function to define the send volume to an Auxiliary Bus for a specific game object. This can be often referred as the wet volume.
AK::SoundEngine::SetGameObjectOutputBusVolume()
Use this function to define the Output Bus volume. This can be often referred as the dry volume.
However, to enable the game-defined auxiliary send functionality on an object, the option Use game-defined auxiliary sends must be activated.
To enable the game-defined auxiliary sends
Inspect the object by double-clicking it in the Project Explorer.
In the Property Editor, go to the General Settings tab.
In the group box Game-defined Auxiliary Sends:
Click the Override parent if possible.
Click Use game-defined auxiliary sends.
By enabling game-defined auxiliary sends for a specific object, you can control which object is affected by the game-defined sends. In a scenario where game-defined sends are used to control environments, you would be able to control which objects are affected by the environments, and which one are not affected.
When the game-defined auxiliary sends are active, you can make adjustments to the game sends volume values, directly in Wwise, by changing the game-defined volume, which is additive to the game values.
Game-defined auxiliary sends can be used in combination with the Attenuations, defined in the positioning properties of the object. The Attenuation settings allow to control the following game-defined properties from the distance separating the listener from the game object:
Game-defined send volume allows you to control how much wet signal is attenuated from the distance.
Output bus volume allows you to control how much dry signal is attenuated from the distance.
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