Wwise Fundamentals

Table of Contents

Copy a sound object

First, to create more flexibility, you'll create a copy of the Gem_Recharge Sound SFX object and give both the old and new objects more meaningful names.

  1. Run Cube so you can connect to it.

  2. Launch Wwise and open a project file. Make sure you open the Module 2 project file.

  3. Connect to Cube so you can test your changes in the game.

  4. In the Project Explorer, expand Actor-Mixer Hierarchy > Default Work Unit, and select the Gem_Recharge Sound SFX object.

    In the secondary editor, the Gem_Recharge.wav file is shown as the source file associated with the Gem_Recharge Sound SFX object.

  5. In the Transport Control, click the Play button (spacebar) to listen to the audio file.

    You hear a woosh sound followed by the magical chime of an ice gem recharging.

  6. Right-click the Gem_Recharge Sound SFX object and click Copy.

  7. Within the Actor-Mixer Hierarchy, right-click the Default Work Unit and click Paste.

    Wwise creates a duplicate of the Sound SFX object but adds _01 to the end of the name.

  8. Click the Gem_Recharge object, pause, click again to rename it to Gem_Recharge_Magic, and then press Enter.

    [Tip]

    You can also rename an object by pressing the F2 key, right-clicking and choosing Rename, or by directly typing into the Name field in the Property Editor.

  9. Rename the Gem_Recharge_01 object Gem_Recharge_Woosh.

    The Gem_Recharge_Woosh object is now selected, so you can see that the object that you copied references the same Gem_Recharge.wav file referenced by the original Gem_Recharge_Magic object. Keep in mind, the WAV file was not duplicated, so the amount of memory necessary to play these objects has not doubled.


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