5.5) Connecting Everything
As it should be clear by now, Game Syncs are a powerful toolset for creating the dynamic playback systems of your wildest dreams. These hooks combined with great Sound Design can really make your audio shine for your project. Once implemented you can use them in Wwise with only a few restrictions. Powerful profiling tools such as the Profiler and the Game Object Profiler with the Game Syncs Monitor allow for a proper workflow between Technical Sound Designer and Audio Programmer. But there are a more things you can do with Game Syncs that you should now about.
The first one is the Global and Game Object/Actor Scope of Game Syncs. In Wwise, each type of Game Sync has been designed for different purposes. States can only be applied for a global purpose in the game state and not a Game Object/Actor specific one. Switches and RTPCs on the other hand can both be used for Global and Game Object/Actor Scope, which makes it easy to manage alternating and modulating sounds both on a global scale or for each Game Object individually. In other words, the same Switch Group or RTPC is used in multiple situations throughout the entire game, which allows you to use a uniform logic and remain consistent with the game’s code. This is possible because when it is implemented with a Game Object Scope, it will only affect the Game Object you set the Switch or RTPC on.
The second one is the interconnectivity of Switches and RTPCs. You could use an RTPC to internally set Switches in Wwise. All you need to do this is to have an RTPC implemented in the game code, create a new Switch Group and Switches in the Wwise Audio Engine and check Use Game Parameter in the Property Editor of the Switch Group. You can then set specific Switches for different numerical value ranges of the RTPC. (Pic01 RTPCs and Switches)
The third one is the interconnectivity of RTPCs and Blend Containers.
Select the shopping Blend Container and look at the Contents Editor. There is space for Blend Tracks.
Select Edit… in the Property Editor of the Blend Container. (Pic02 Edit Blend Tracks)
A new window opens, the Blend Track Editor. The Blend Track Editor is where you edit the contents of Blend Containers. The contents of these Containers are played all at once, but you can modify them so that their Properties are controlled via RTPCs and crossfades. The Blend Track Editor is made up of two areas: one where you enable and define crossfading and another where you define RTPC Curves and create crossfade regions in a graph view. You can also copy the RTPC Curves from one Property to another, from one track to another, or from one Object to another.
Click the Button for New Blend Track. Create 3 Blend Tracks in total and call them dogs, heels and shopping. Then close the View for now. (Pic03 Create Blend Tracks)
Now drop each Container of the Blend Container on one Blend Track, similar to dropping Containers into the Playlist of a Sequence Container. In this case you could drop as many Containers on one Blend Track as you like, in order to crossfade between them depending on the RTPC value, but let’s keep it simple for now. (Pic04 Assign Containers)
Open the Blend Tracks Editor again by clicking Edit… in the Property Editor of the Blend Container.
Check the box for the Crossfade Property and choose crossfading via the RTPC "PlayerHeight” on all three Blend Tracks. On the right side you should see the one Container you have assigned to the Blend Track. Again, you could assign more and create crossfades between them. Maybe in your own projects. (Pic05 Crossfade Property)
Now you can decide at which PlayerHeight you want to hear which Blend Track. You’ll probably want to hear the stereo bed for the shopping area at any height, but let’s change how a player hears the dogs and heels.
Remember the default value for the PlayerHeight. The high heels can probably only be heard at street level, so change the Container on the Blend Track to fit in the proper value range. The dogs are probably heard even when the PlayerCharacter is jumping on the elevators, so let’s set the Max. value for the Container a little higher. You can also define additional Curves for offsetting Container Properties via crossfading on a Blend Track. If you then play back the Container, use the Position Marker to preview your playback system. (Pic06 Using multiple RTPCs)
As mentioned in the State Groups and States chapter, you can always listen to your Objects and Events while simulation a Game Call. Just use the Transport Control below. Usually in the Designer Layout, you’ll also see a list of all your Events in the project in the Event Viewer. Select an Object or pick an Event from the Event Viewer and choose the condition for the playback in the Transport Control. Use the Buttons to select whether to simulate a State Call, a Switch Call or the RTPCs, so you know what to expect if the game engine makes such a call. (Pic07 Transport Control)