5.1) Dynamic Audio
Dynamic Audio is the way to go for Game Audio in this modern day. A simple playback of sounds is not sufficient and immersive any more, at least for most game genres and players’ expectations. It also dependents on game design and a tight integration via programming, to allow such dynamic behavior to happen and to shine.
As you’ve learned in the previous lessons, Game Calls are the messages between the game engine and the Wwise Audio Engine. So far, you’ve worked with simple Event Game Calls that signify when something like the Player Character jumping on an exploding car has occurred, however sometimes it’s necessary to communicate more details about particular conditions of the game. For example, what type of surface is the Player Character walking on, in what area of the level is he currently in, how much health does he have left and so on? All of these conditions can have an impact on the sounds you want players to hear. In the same way that Wwise uses Event Objects to receive Event-type Game Calls, you’ll need to create specialized Objects to receive messages that update Wwise about various conditions of the game. In Wwise the process of defining these conditions is accomplished via various types of Objects that fall within a category referred to as Game Syncs. These Game Sync Objects are the receptors for specialized Game Calls integrated typically by the Audio Programmer. There are four different types of Game Sync Objects, each with their own set of features for specific applications: States, Switches, Game Parameters (RTPCs) and Trigger. You’ll explore three of these in the chapters below. But first, lets look at some examples of great dynamic audio, some more subtle than others.