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The positioning and propagation of sounds, music, and motion play a key role in engaging players and immersing them in your game; therefore, it is important to understand how to deal with the many types of sounds and motion effects that you will have in your game.
A typical game will have a combination of the following types of sounds and motion effects:
Localized ambient sounds - Where the sound emitter remains in one location. For example, localized ambient sounds can include a large machine or fountain.
Non-localized ambient sounds - Where the sound emitter moves, but is not attached to a particular game object. For example, non-localized ambient sounds can include ambient bird or insect sounds.
Mobile object sounds - Where the sound emitter moves with a particular game object. For example, mobile object sounds can include any sound triggered by a game character, animal, and so on, such as a barking dog or a shouting guard.
Game interface sounds - Where the sound is associated with a particular game interface element or other item that maintains a fixed position on the screen. For example, game interface sounds can include parts of a Heads-Up Display (HUD), menu sounds (buttons, navigation), or the gun in a first-person shooter game.
Wwise has a powerful and flexible toolset for positioning that will allow you to deal with each of these sound types in a way that will create the experience gamers are expecting.
Let's say you are creating a first-person stealth game. At one point in the game, a group of special agents must travel to a remote volcanic island where terrorists are holding one of your agency's operatives. This mission is very dangerous so the agents must work as a team and stay close together. As the agents sneak through the enemy's jungle base, they experience the following sounds and motion:
The main character's footsteps
The torches that light up the enemy's jungle base
A group of terrorists talking in a hut
A mosquito buzzing overhead
The updates received from headquarters
The whispered communication between special agents on this mission
The detonation of explosives used to destroy the base after the mission has been successfully completed
The constant rumbling of the island's volcano
The enveloping final eruption of the volcano
The interactive music
Each of these sounds will require a different treatment in terms of positioning and propagation. The following sections discuss how the positioning for each of these types of sounds can be managed in Wwise, and Positioning - example (part 2) provides a summary.
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