Version

menu_open

Concept: Environments and Game-defined Auxiliary Sends

Wwise game-defined auxiliary sends are a way to easily apply one or more environmental effects on sounds based on their location in the game. The option "Use game-defined auxiliary sends" must have been set in the object properties or in the object it inherits its properties from.

Using Wwise, a sound designer can define multiple game-defined auxiliary sends to be used in a game. For example, those game-defined auxiliary sends could be:

  • Hangar
  • Tunnel
  • ...and others as useful for the game

Each Game-defined Auxiliary Send could represent an environmental Reverb Effect with a different set of parameters. Each environment would be then represented by an Auxiliary Bus in the Wwise project.

In the game, each game object may be dynamically routed to 0 to AK_MAX_AUX_PER_OBJ (4) auxiliary busses at a time.

All sounds that are in the same auxiliary bus are mixed together before having the effects applied. A different volume can be set for every game object.

How the sound and its game-defined auxiliary sends effects reach the listener can be modified using the obstruction and occlusion mechanism ( Obstruction and Occlusion in Environments ).

Refer to the Wwise documentation for more information regarding how to create Auxiliary busses.

Refer to Integration Details - Environments and Game-defined Auxiliary Sends for an overview of how to handle game-defined auxiliary sends using the SDK.


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise