menu
 
Version
2021.1.14.8108

2024.1.5.8803

2023.1.13.8732

2022.1.19.8584

2021.1.14.8108

2019.2.15.7667

2019.1.11.7296

2018.1.11.6987

2017.2.10.6745

2017.1.9.6501

2016.2.6.6153

2015.1.9.5624


menu_open
Wwise SDK 2021.1.14
Quick Start Sample Integration - Switches

Switch Example

Setting switches is very similar to setting states, except that you do it with the AK::SoundEngine::SetSwitch() function:

AK::SoundEngine::SetSwitch( AK::SWITCHES::GROUND::GROUP, AK::SWITCHES::GROUND::SWITCH::GRAVEL, GAME_OBJECT_ID_HUMAN );

The AK::SoundEngine::SetSwitch() method also accepts strings (Unicode or Ansi) instead of IDs. In this case you would specify the names of the Switch Group and Switch, as defined by the Wwise user:

AK::SoundEngine::SetSwitch( L"Ground", L"Gravel", GAME_OBJECT_ID_HUMAN );

In the sample program you can experiment with switches by clicking on the Start Walking button (to start triggerring Play_FootStep events every half second) and then changing the ground material with the "Ground switch" dropdown list.

Refer to Integration Details - Switches for more details.

info Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information.
AKSOUNDENGINE_API AKRESULT SetSwitch(AkSwitchGroupID in_switchGroup, AkSwitchStateID in_switchState, AkGameObjectID in_gameObjectID)

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