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Creating simulations tips and best practices

You have a great deal of flexibility in creating your simulations in Wwise and you can use them effectively to profile, create proof of concept and to test your ongoing work in Wwise or in game. Here are some concepts to consider to help you achieve the best results for your game.

Real-time mixing and object properties

When you are connected to a game or the Game Simulator, you can modify the values of the following relative properties from within Wwise in real time:

  • Volume

  • Pitch

  • Low-Pass Filter

To be able to do this, you need to load the object whose property you want to modify in the Transport Control or the Soundcaster. If the object is not loaded, your changes will not take effect because the object is not registered in the sound engine. For the Transport Control, certain objects such as actor-mixers cannot be loaded, but you can load a child object of the actor-mixer and this will register its parent objects in the sound engine. Since you can load an actor-mixer in the Soundcaster, this is not a problem. After you have registered the object, it will remain registered for the time that you are connected to the game.

[Note]Note

Keep in mind that if you pin an object in the Transport Control, other objects cannot be loaded until you unpin the first object. If, however, you have loaded the object in the Soundcaster, the object will be registered in the sound engine.

For some properties, including Randomizers, Effect, Attenuation, and Source plug-in properties, the changes that you make will not be reflected until the next time that object plays in-game.


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