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Concept: Environments and Game-defined Auxiliary Sends

Wwise game-defined auxiliary sends are a way to easily apply one or more environmental effects on sounds based on their location in the game. The option "Use game-defined auxiliary sends" must have been set in the object properties or in the object it inherits its properties from.

Using Wwise, a sound designer can define multiple game-defined auxiliary sends to be used in a game. For example, those game-defined auxiliary sends could be:

  • Hangar
  • Tunnel
  • ...and others as useful for the game

Each Game-defined Auxiliary Send could represent an environmental Reverb Effect with a different set of parameters. Each environment would be then represented by an Auxiliary Bus in the Wwise project.

In the game, each game object may be dynamically routed to 0 to AK_MAX_AUX_PER_OBJ (4) auxiliary busses at a time.

All sounds that are in the same auxiliary bus are mixed together before having the effects applied. A different volume can be set for every game object.

How the sound and its game-defined auxiliary sends effects reach the listener can be modified using the obstruction and occlusion mechanism ( Obstruction and Occlusion in Environments ).

Refer to the Wwise documentation for more information regarding how to create Auxiliary busses.

Refer to Integration Details - Environments and Game-defined Auxiliary Sends for an overview of how to handle game-defined auxiliary sends using the SDK.


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