Version

menu_open

Managing motion

A great way to further immerse the player in a game is to add some kind of motion feedback.

Wwise offers a complete pipeline for creating and integrating motion in your game. By implementing a comprehensive pipeline solution for motion, similar to the one that exists for building audio, Wwise allows you to:

  • Create sophisticated and realistic motion effects with a very short learning curve.

  • Integrate motion easily into a game without significantly affecting the performance of the game or sound engine.

  • Use the same features as audio to build and integrate motion.

  • Create motion effects for the same type of device on various platforms without additional work.

  • Add or remove the motion component easily based on the requirements of your game.

[Note]Note

Wwise Motion is not available on the Mac or on iOS platforms.

Understanding how motion works in Wwise

In an attempt to make the transition from audio to motion as simple as possible, Wwise uses the same workflow, principles, and features for both. Like audio, motion can be structured within a hierarchy, output to a bus, and triggered in game using Events. It can also be positioned within a 3D spatialized environment, manipulated by the various game syncs in your project, and packaged into SoundBanks. The main difference is the playback of motion is done through a game controller, instead of a speaker.

Supported motion devices

Currently, Wwise supports the following types of motion devices:

  • Game controllers (all platforms and generic types)

  • PS4 Move®

Other device types are possible through the addition of third-party plug-ins.


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise