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 and many of the same 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 environment, manipulated by the various game syncs in your project, and packaged into SoundBanks.
For a comparison between the features available for audio development to those available for motion development, refer to the following table:
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