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Another 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.
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Wwise Motion is not available on the Mac or on iOS platforms. |
In an attempt to make the transition from audio to motion as simple as possible, Wwise uses the same workflow, 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. Obviously, the main difference is the playback of motion is done through a game controller, instead of a speaker.
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.
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