Enhancing playback by randomizing property values
During gameplay, the same sound is often played more than once. To prevent repetition of
the sound at each occurrence, you can use Randomizers to modify the sound each time it is
played.
Enabling Randomizers and setting their properties
You can apply a Randomizer to any property that has a Randomizer icon.
To edit the properties of a Randomizer:
Double-click a property's Randomizer icon.
In the Randomizer view that opens, set the properties according to the following
table.
You can also enable or disable a Randomizer by right-clicking a property's Randomizer
icon, and selecting Enable Randomizer or Disable Randomizer.
To edit the properties of a Randomizer for several objects at the same time, select
several objects in the Project Explorer, right-click the selection, and select Show in Multi Editor.
The Randomizer view title bar displays the name of the selected Wwise object, or the
number of objects selected if more than one, and the selected property.
Like the Multi Editor, an open Randomizer view reloads
objects according to the UI focus. The initially loaded property persists until it is
explicitly changed. Objects without the currently loaded property do not open in the
Randomizer view.
Understanding Randomizer properties
It's important to understand how Randomizers are applied to property values. When a sound object is played, for each property that supports Randomizers:
The Randomizers of the sound object and all its ascendants, if enabled, each generate a random value.
The sum of the Randomizer values is added to the final property value. The final
property value consists of:
Object property value.
RTPCs on the property.
States on the property.
The final Randomizer value is added to the final property value regardless of how the
final property value is calculated. For the Volume and Pitch properties, the property values
are always calculated by addition of the many sources. For the Low-pass filter and High-pass
filter properties, it depends on the configured Filter Behavior. See:
The following illustration demonstrates the calculation of the final Randomzier value
for the Voice object's Volume property. Each object has enabled the Randomizer for the
Volume property. The final Randomizer value, Rand, is the sum of values x, y, and z. This
value will be added to the final Volume property for the Voice object.