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Wwise Gym List

This is a curated list of all the Wwise Gyms, as defined in Wwise Gyms for Unity and Wwise Gyms for Unreal.

Essential Features

  • Folder: 1-Essential
  • List of essential operations used to interact with the Wwise SoundEngine.

Adding Ambient Events to Scenes

  • Folder: 1-Essential/EssentialAmbient
  • Posting a Wwise Event from an action that plays a sound globally.

Posting Events to Wwise

  • Folder: 1-Essential/EssentialPostEvent
  • Posting a Wwise Event from an action that plays a sound, bound to an object.

Using Switch Containers to Modify Events

  • Folder: 1-Essential/EssentialSwitch
  • Presetting a Game Object's Switches for future Wwise Event posting.

Basic Features

  • Folder: 2-Basic
  • List of basic operations used to interact with the Wwise SoundEngine.

Adding Sounds to Animations (AnimNotify)

  • Folder: 2-Basic/BasicAnimNotify
  • Posting a Wwise Event to a specific part of an animation.

Executing Actions on Playing Events

  • Folder: 2-Basic/BasicExecuteAction
  • List of gyms showing how to execute an action on a posted Wwise Event.

Break

  • Folder: 2-Basic/BasicExecuteAction/BasicExecuteActionBreak
  • Breaking a looping Wwise Event at the next loop.

Pause and Resume

  • Folder: 2-Basic/BasicExecuteAction/BasicExecuteActionPauseResume
  • Pausing and Resuming a playing Wwise Event.

Stop

  • Folder: 2-Basic/BasicExecuteAction/BasicExecuteActionStop
  • Stopping a playing Wwise Event immediately.

Playing Sounds on Collision (Footsteps)

  • Folder: 2-Basic/BasicFootsteps
  • Connecting a Wwise Event to a trigger, such as a collision, on a bone anchor.

Playing Sounds on Collision based on the Surface (Footsteps)

  • Folder: 2-Basic/BasicFootstepsDynamic
  • Connecting a Wwise Event to a trigger, such as a collision with a Raycast on a bone anchor and getting material to set a Switch value.

Localizing Voices

  • Folder: 2-Basic/BasicLocalizedVoice
  • Selecting a voice language for the entire application.

Assigning Multiple Positions to a Single AkComponent

  • Folder: 2-Basic/BasicMultiplePositions
  • Posting a single Wwise Event on multiple objects at once.

Posting Events at location

  • Folder: 2-Basic/BasicPostLocation
  • Posting Events at given location.

Using Game Parameters to Modify Events (RTPC)

  • Folder: 2-Basic/BasicSetGameParameter
  • Modifying a Game Parameter to change the resulting sound of a posted Wwise Event.

Advanced Features

  • Folder: 3-Advanced
  • List of complex operations, used to achieve specific goals in certain scenarios or with certain technologies.

Ambient Operations

  • Folder: 3-Advanced/AdvancedAmbient
  • List of operations based on ambient objects, posting events globally in a level.

Following an Actor

  • Folder: 3-Advanced/AdvancedAmbient/AdvancedAmbientFollow
  • Making a level's Ambient sound follow an actor's animated rig.

Starting All Level Ambients

  • Folder: 3-Advanced/AdvancedAmbient/AdvancedAmbientStartAll
  • Posting Wwise Events for every currently defined Ambient sound on a map.

Event Operations

  • Folder: 3-Advanced/AdvancedEvents
  • List of operations based on event object posting.

Posting Events and Waiting for Completion

  • Folder: 3-Advanced/AdvancedEvents/AdvancedEventsPostAndWait
  • Posting a Wwise Event and waiting for its completion.

Using External Sources

  • Folder: 3-Advanced/AdvancedExternalSources
  • Posting a Wwise Event that uses media defined through the External Sources system.

Manually Loading Event Media and SoundBanks | Unreal

  • Folder: 3-Advanced/AdvancedLoadData
  • Manually loading data for a specific Wwise Event.

Using the Sequencer to Animate Wwise Objects

  • Folder: 3-Advanced/AdvancedSequencer
  • Using the sequencing system to drive Wwise Events, Game Parameters, and Switches.

Using Event Callbacks to Retrieve Markers (Subtitles)

  • Folder: 3-Advanced/AdvancedSubtitle
  • Using Markers to synchronize Wwise media and game-specific operations.

Using the Timeline to Animate Wwise Objects | Unity

  • Folder: 3-Advanced/AdvancedTimeline
  • Using the Timeline system to drive Wwise Events, Game Parameters, and Switches.

Spatial Audio

  • Folder: 5-Spatial
  • List of examples pertaining to properly spatializing a map's soundscape.

Defining Rooms

  • Folder: 5-Spatial/SpatialAudio
  • Example showing how to bound and define a properly spatialized room.

Defining Portals

  • Folder: 5-Spatial/SpatialPortal
  • Example showing how to define a portal between two spatial environments.

Setting Reverb Volume | Unreal

  • Folder: 5-Spatial/SpatialReverb
  • Example showing how to set up a reverberation volume.

Niagara | Unreal

  • Folder: 7-Niagara
  • Using the Niagara Particle system with the Wwise Niagara plugin.

Niagara GPU Emitter

  • Folder: 7-Niagara/NiagaraGPUEmitter
  • Example showing how to export particle data to Blueprints . This example runs without using the Wwise Niagara plugin.

Niagara Fire and Forget

  • Folder: 7-Niagara/NiagaraFireAndForget
  • Example of an posting a fire-and-forget (one-shot) Wwise Event from a Niagara emitter.

Niagara Persistent

  • Folder: 7-Niagara/NiagaraPersistent
  • Example of an posting a persistent Wwise Event from a Niagara emitter, and modifying Game Parameters associated with it.

Testing

  • Folder: 9-Testing
  • List of tests designed to evaluate the performance and robustness of the sound engine.

Stress

  • Folder: 9-Testing/Stress
  • List of tests designed to push the sound engine to its limits. Some of these tests may result in source or voice starvation, which is expected.