Lesson 6

Table of Contents

Testing with Soundcaster

Now you need to test that your Events are working properly. Rather than selecting each Event before pressing play in the Transport Control, you can add these Events to the Music Testing Soundcaster Session you created earlier in the tutorial.

  1. In the main menu choose Views > Soundcaster.

  2. Drag the newly created Events into the next available row in the Soundcaster’s Music Testing Session, beginning with Music, Boss_Start, and then Map_Completed.

  3. Play the Music Event to start the music and then play the Boss_Start and Map_Completed Events you just added. You hear the change to the appropriate music when you play the Events, confirming that the Events are properly triggering the correct States.

  4. Use Soundcaster to run simulations of the music implementation while experimenting with the various States, RTPCs, and Triggers you’ve implemented.

    At this point you can play the game and hear the Combat music play through most of the level. When you go through the teleporter that leads to where the big boss is, you’ll hear the transition to the Boss music. And, if you’re successful and beat the boss, you’ll hear the Victory music play as you move through the final teleporter. While it may go against your better judgment, don’t forget to lose the fight, so you can verify that the Defeated music properly plays as well.

  5. Go to the SoundBank layout, drag the Boss_Start and Map_Completed Events from the Events tab to the Music SoundBank in the SoundBank Manager, then generate the SoundBank.

  6. Finally, play the Cube Wwise-201 Level while listening for the music changes you’ve implemented in this lesson.

    As you have surely learned, there's a lot of depth to the Wwise transition features. So much so, that it's hard to cover things within a single lesson, so move on to the next lesson to get deeper into transition features and concepts.


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