What is the difference between a State and a Switch, and when should I use one or the other?
...f the game object. Consider the opposite scenario: your weapon sounds are children of a WeaponType switch container. If you can have several characters (game objects) using different weapons at the s...
Should we be using switches or states?
...n both be used to determine what in a Switch container will be played.
The main difference is the switch can be different for each game object of the game while the state is a global variable of the...
Understanding the Interactive Music Engine
...region of segment A is still playing. A playlist can be represented as a chain of segments. When a switch container schedules a transition, it actually links a segment of a chain to the first segment...
Using States with the Interactive Music Hierarchy
...ocation.
States and Switch Containers
Switch containers may be registered to states instead of switches. When their state changes, they schedule a music transition according to their transition m...
Using Multiple Levels of Music Switch Containers in the Interactive Music Hierarchy
...ng up Music Switch Containers. Although it is supported, it might not behave as you expect.
Music switch containers are transition schedulers, which Transition Matrix may specify rules for any their...
Interleaved Streaming in Interactive Music
...twice, with and without this track. Then, assign them to separate segments, put these segments in a switch container, and set the transition rule between them to synchronize to "Same Time".
Of cours...
Using a Game Object pool
...game object retain some values: For every game object, there may be an associated 3D position, a switch for every existing switch group, an RTPC value for each RTPC, and multiple values (for example ...
Tips to reduce memory usage
.... Here are a few ways to reduce such a hierarchy:
Use RTPCs if the only thing changing in the switch is a simple property (same samples but different volume/pitch/randomizer etc.).
Split your...
Vorbis seek table
Sounds converted to the Wwise Vorbis compression format need a seek table in order to be seeked into at arbitrary positions, whether they are streamed or in-memory. You may specify whether you want t...
Creating a Temporary Loss of Hearing Effect
...e simulation. For example, play music, ambiant
sounds, voice and SFX, and then switch the State Group from “Normal” to
“Stunned”. Don’t forget to fine-tune the Transition Time between the
different...
Optimizing CPU and memory usage per Platform
...on different platforms.
You can also unlink Effects to apply a different effect, for example switch from “RoomVerb” to “Wwise Matrix Reverb” to save on CPU usage, or to use no effect at all from a ...
Limitations and Restrictions with Crossfade Transitions
...ses, the crossfade is ignored and the transition is done without the crossfade.
Crossfades and switch containers
When a switch container is a child of a sequence container, crossfade transitio...
Limitations and Restrictions with Sample Accurate Transitions
...ould apply the effect to the top-level container or one of its parents.
Transitions to a child switch container won't be sample accurate if the switch container plays more than one sound at one.
...
Delays for State Changes in Interactive Music
..., for example, a pre-entry of a segment that overlaps the current segment, segments of a previous switch child that are fading out because of a positive fade offset in the transition rules, and descen...
Playing an audio object at a specific RTPC range or value
...een triggered.
Using drag and drop, assign the warning sound to the “Hard” switch in the Contents Editor. Fade-In A volume-based RTPC curve can also be attached to the warning sound ...
Controlling audio content using RTPC's
...n the Switches section, create a Switch Group (Crash_Intensity), with the following child switches (Low, Medium and Hard).
Double-click the Switch Group “Crash_Intensity” to load its property edi...
Is it possible to drive a switch container through the same Wwise-internal distance calculation that drives the attenuation curves?
...bject). The attenuations are working because they are already based on a per listener basis.
If a switch container was controlled by distance, it could be in a different switch for each listener, an...
When the game must choose between multiple variants of a sound (for example footsteps on different ground materials), should I create separate events or a single event with switches?
Footsteps on different ground materials are a classic example of switch usage in Wwise: You have a single "Footstep" event that plays a Switch Container that will play the appropriate sounds based ...
The Interactive music transition tester is not always working
...e versions of Wwise that the transition tester does not simulate properly all transitions for Music switch containers.
The workaround for now is to simulate transitions in Wwise authoring applicatio...
Why the Edit tab in the sound bank view shows some items being grayed out even if no gamesync nor any included item were specifically excluded?
It is be because your project contains switch containers having children not listed in any of the switch possibility, making this sound impossible to play. It is then impossible to "exclude" them sinc...