In a typical game project, you may have thousands of assets to manage. It is important that you be able to organize these assets in the same way that you organize the many files you have on your computer. In Wwise, you can organize your project assets into special groupings that make it easier for you to work with all these assets. These are called Wwise Objects. By grouping Objects together and creating parent/child relationships, you can create a hierarchical structure. This structure not only organizes the assets in your project, but also allows you to define Properties and behaviors for the group. It can be very useful to group together Objects that will be sharing Properties or behaviors. This gives you a great deal of power while saving you time and streamlining the development process. You can also use a combination of Object types to group your assets and build the Actor-Mixer Hierarchy in your project.
Click on the Default Work Unit of your Actor-Mixer Hierarchy. You will see all available types of Objects of the Actor-Mixer Hierarchy. Inspect the different icons, maybe you can already guess how to use some of them intuitively. Let’s try out some of them for the Platformer Game.
Within the Default Work Unit Object of the Actor-Mixer Hierarchy create a new Virtual Folder and name it Robot.
Whereas a Physical Folder represents an actual directory on your harddrive, the Virtual Folder is part of its containing Work Unit file. This means that the Virtual Folder is a descendant of a Work Unit. You can use a Virtual Folder for organising your different sounds for the game. Now select and drop all Sound SFX Objects containing the sound files for the Robot into the Virtual Folder. Right-click it and choose orange as a color under Set Color... just like the color for the Robot’s Events. (Pic01 Virtual Folder)
Now, our Robot has all kinds of different sounds. At one point in the Sound Design process you will have to control the overall sound Properties of the Robot, say the Volume of the Robot sounds within the whole Soundscape. It would then be extremely time-consuming if you had to change the Voice Volume of each Sound SFX Object individually.
Therefore you can create a new Actor-Mixer within the Virtual Folder, name it Robot and drop all Sound SFX Objects containing the sound files for the Robot into the Actor-Mixer Folder. (Pic02 Parent Actor-Mixer)
Actor-Mixers are the first Objects you learn about, that handle an actual Audio Signal. They always sit one level above all other Objects and Containers that handle Audio. This means that an Actor-Mixer can be the parent of a Container, but not vice versa. Actor-Mixers can be the parent of any number of sounds, Containers, and other Actor-Mixers. You can use them to group a large number of Wwise Objects together in order to apply Properties to the group as a whole.
Just like in programming when a child class inherits Properties from a parent class, a child Object or Container inherits Properties from a parent Container.
Let’s do this one more time and create two more Actor-Mixers, one for the Robot’s foley and another for the Robot’s voice sounds and once again drop all Sound SFX Objects into the corresponding Actor-Mixers. You can open and close most Wwise Objects and Containers with the small + or - symbol on the left side of it. (Pic03 Child Actor-Mixer)
Great! Now as you may have noticed earlier, there are numerous variations of different sounds. They are needed because without them a Sound design can sound rather repetitive and boring. It could also potentially annoy players rather quickly, as the Sound Design seems lazy. To facilitate all variations of one sound and group them together so that they are randomly selected as soon as an Event is being called, you can use a Random Container.