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Creating Attenuation ShareSets

The fundamental difference between the previous ambient background implementation and the explicit placement of a sound in 3D space is in the way sound changes based on the listener position. A listener is a virtual microphone in the game that helps assign sounds to particular speakers to simulate a 3D environment. Attenuation ShareSets can be authored to control the distance based playback of sounds in relation to the listener.

[Note] Designer Note

The Attenuation Editor allows you to define the distance-based attenuation properties for a particular object. By creating a series of curves to define the relationship between specific Wwise properties, such as volume and low pass filter, and the distance between the emitting source and the listener, you can simulate sophisticated distance-based attenuation for the sounds, music, and motion in-game. You can further refine attenuations using sound cones, which simulate attenuation based on the orientation of the game object in relation to the listener.

Game objects are the central concept in Wwise because every event triggered in the sound engine is associated with a game object. A game object generally represents a particular object or element in your game that can emit a sound, including characters, weapons, ambient objects such as torches, and so on.


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