Lesson 6

Table of Contents

Creating a Soundcaster Session

A finished game can have thousands of objects. It wouldn’t be very helpful to pull up a screen with a thousand play buttons. You might get very confused trying to navigate to what you want to hear. Instead, you’ll configure a preset layout of the objects you want to have quick access to. This preset is known as a Soundcaster Session. You can have as many Soundcaster Sessions as you like, allowing you to create and quickly recall custom transport layouts for sounds that relate to each other.

To start, you create a Soundcaster Session for the sounds that are directly connected to the actions of our Wwizard, such as his footsteps and magic sounds. This will allow you to quickly evaluate if the footsteps are at the right volume when he throws the ice gem.

  1. Launch the Lesson 6 project.

  2. In the Wwise menu bar, choose Views > Soundcaster or press Shift+S.

    The Soundcaster opens.

    Toward the top of the window you see the transport controls, and just below you see areas displaying all of the game's States, Switches, and RTPCs that you’ve learned about in the previous lessons. You will also see Triggers, which are used for interactive music. Using these controls, you can quickly see how changing these values affects the sounds you’re going to play. Below this section you see a blank area indicating that you need to create a new Soundcaster Session.

  3. In the upper left, click the [>>] selector button, and then click New.

    The New Soundcaster Session dialog box opens.


    Soundcaster Sessions are stored in Work Units found in the Soundcaster Sessions folder. You can view the Soundcaster Sessions folder in the Sessions tab of the Project Explorer.

  4. Select the Default Work Unit, type Player, and click OK.

    Your new Soundcaster Session is created.

    The tab in the upper-left corner of the Soundcaster now indicates that the Player Soundcaster Session is active; however, there still aren’t any object transports displayed in the lower section of the window. If you look closely, you’ll see dots that make up a grid where you can load objects that you want to play within this Soundcaster Session.