Lesson 3

Table of Contents

Lesson 3: Understanding Game Syncs

As you’ve learned in the previous lessons, game calls are the messages between the game engine and the Wwise audio engine. So far, you’ve worked with simple event-type game calls that signify when something like the Wwizard firing the ice gem has occurred. However, sometimes it’s necessary to communicate more details about particular conditions of the game. For example, what type of surface is the player walking on, how much health do they have left, is the player alive, or did they meet their demise? All of these conditions can have an impact on the sounds we want the player to hear.

In the same way that Wwise uses Event objects to receive event-type game calls, such as the Fire_IceGem_Player Event you used in the previous lessons, you’ll need to create specialized objects to receive messages that update Wwise about various conditions of the game.

In Wwise the process of defining these conditions is accomplished via various types of objects that fall within a category referred to as Game Syncs. These Game Sync objects are the receptors for specialized game calls integrated by the programmer.

There are different types of Game Sync objects, each with their own set of features for specific applications. You’ll explore three of these in the exercises below.

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