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Lesson 5

Table of Contents

Lesson 5: Creating Interaction

In the first three lessons, you’ve learned how to use both a sequential and layered approaches to create music that dynamically changes. Thus far this dynamic change has been driven primarily by randomization. For music to be interactive, something the player is doing in the game should drive decisions about how the music sounds. This could be that when a player scores a goal, celebratory music is heard; and when a driver accelerates, guitars roar with the car’s motor; or when a certain weapon is wielded, its unique theme is played.

For the game to have this kind of interactivity, game calls delivered from the game engine to Wwise need to be tied into the music system. The game calls can be conventional calls such as Events, Game Parameters, Switches and States, or specialized calls designed specifically for music applications called Triggers. Different types of calls can act on the music in different ways, so you’ll explore a few different ideas for tying the game play within Cube to the musical score that accompanies it.

[Tip]

Be sure to use the Interactive Music Layout (press F10) to make it easier to follow the Lesson 5 steps.