버전

menu_open

Understanding Switches

In Wwise, Switches represent the different alternatives that exist for a particular game object within the game. Sound, music, and motion objects are organized and assigned to Switches so that the appropriate sound or motion object will play when a change is made from one alternative to another in game. The Wwise objects that are assigned to a Switch are grouped into a Switch Container. When an Event signals a change, the Switch Container verifies the Switch and the correct sound, music, or motion object is played.

Example 6.2. Using Switches - Example

Let's say you are creating a first-person shooter game, where the main character can walk and run through a variety of different environments. Within each environment, you have different ground surfaces, such as concrete, grass, and dirt, and you want different footstep sounds for each of these surfaces. In this case, you can create Switches for the different ground surfaces and then assign the different footstep sounds to the appropriate Switch. When the main character is walking on a concrete surface, the “concrete” Switch will become active and its corresponding sounds will play. If the character then moves from a concrete surface to a grassy surface, the “grass” Switch will become active and its corresponding sounds will play.

The following illustration demonstrates how the active Switch determines which footstep sound is played.



이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요