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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:

Wwise Feature

Audio

Motion

Bus routing

Master Motion Bus hierarchy

Object Properties and Behaviors

No LPF control

Object Hierarchy

Effects

No effects on motion busses

Positioning

Limited 2D/3D support for controllers

Events

RTPCs

States

No LPF control

Switches

Playback Priority

Playback

Motion device required

Platform Customization

Simulations

Profiling

SoundBanks

Queries


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