This is a curated list of all the Wwise Gyms, as defined in Wwise Gyms for Unity and Wwise Gyms for Unreal.
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1-Essential
- List of essential operations used to interact with the Wwise SoundEngine.
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1-Essential/EssentialAmbient
- Posting a Wwise Event from an action that plays a sound globally.
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1-Essential/EssentialPostEvent
- Posting a Wwise Event from an action that plays a sound, bound to an object.
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1-Essential/EssentialSwitch
- Presetting a Game Object's Switches for future Wwise Event posting.
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2-Basic
- List of basic operations used to interact with the Wwise SoundEngine.
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2-Basic/BasicAnimNotify
- Posting a Wwise Event to a specific part of an animation.
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2-Basic/BasicExecuteAction
- List of gyms showing how to execute an action on a posted Wwise Event.
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2-Basic/BasicExecuteAction/BasicExecuteActionBreak
- Breaking a looping Wwise Event at the next loop.
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2-Basic/BasicExecuteAction/BasicExecuteActionPauseResume
- Pausing and Resuming a playing Wwise Event.
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2-Basic/BasicExecuteAction/BasicExecuteActionStop
- Stopping a playing Wwise Event immediately.
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2-Basic/BasicFootsteps
- Connecting a Wwise Event to a trigger, such as a collision, on a bone anchor.
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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.
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2-Basic/BasicLocalizedVoice
- Selecting a voice language for the entire application.
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2-Basic/BasicMultiplePositions
- Posting a single Wwise Event on multiple objects at once.
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2-Basic/BasicPostLocation
- Posting Events at given location.
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2-Basic/BasicSetGameParameter
- Modifying a Game Parameter to change the resulting sound of a posted Wwise Event.
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3-Advanced
- List of complex operations, used to achieve specific goals in certain scenarios or with certain technologies.
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3-Advanced/AdvancedAmbient
- List of operations based on ambient objects, posting events globally in a level.
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3-Advanced/AdvancedAmbient/AdvancedAmbientFollow
- Making a level's Ambient sound follow an actor's animated rig.
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3-Advanced/AdvancedAmbient/AdvancedAmbientStartAll
- Posting Wwise Events for every currently defined Ambient sound on a map.
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3-Advanced/AdvancedEvents
- List of operations based on event object posting.
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3-Advanced/AdvancedEvents/AdvancedEventsPostAndWait
- Posting a Wwise Event and waiting for its completion.
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3-Advanced/AdvancedExternalSources
- Posting a Wwise Event that uses media defined through the External Sources system.
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3-Advanced/AdvancedLoadData
- Manually loading data for a specific Wwise Event.
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3-Advanced/AdvancedSequencer
- Using the sequencing system to drive Wwise Events, Game Parameters, and Switches.
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3-Advanced/AdvancedSubtitle
- Using Markers to synchronize Wwise media and game-specific operations.
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3-Advanced/AdvancedTimeline
- Using the Timeline system to drive Wwise Events, Game Parameters, and Switches.
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5-Spatial
- List of examples pertaining to properly spatializing a map's soundscape.
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5-Spatial/SpatialAudio
- Example showing how to bound and define a properly spatialized room.
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5-Spatial/SpatialPortal
- Example showing how to define a portal between two spatial environments.
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5-Spatial/SpatialReverb
- Example showing how to set up a reverberation volume.
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7-Niagara
- Using the Niagara Particle system with the Wwise Niagara plugin.
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7-Niagara/NiagaraGPUEmitter
- Example showing how to export particle data to Blueprints . This example runs without using the Wwise Niagara plugin.
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7-Niagara/NiagaraFireAndForget
- Example of an posting a fire-and-forget (one-shot) Wwise Event from a Niagara emitter.
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7-Niagara/NiagaraPersistent
- Example of an posting a persistent Wwise Event from a Niagara emitter, and modifying Game Parameters associated with it.
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9-Testing
- List of tests designed to evaluate the performance and robustness of the sound engine.
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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.