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Wwise SDK 2023.1.3
Understanding environments and game-defined auxiliary sends

You can use game-defined auxiliary sends to apply one or more Effects on sounds based on their location in the game. The Use game-defined aux sends option must be set in the object properties or in the object it inherits its properties from.

In Wwise Authoring, sound designers can define multiple game-defined auxiliary sends to use in a game, such as Hangar, Tunnel, and so on.

Each game-defined auxiliary send could, for example, represent an environmental Reverb Effect with a different set of parameters. Auxiliary Busses would then represent each environment in the Wwise project.

All sounds in the same Auxiliary Bus are mixed together before the Effects are applied. You can set a different volume for each game object.

You can also modify how the sound and its game-defined auxiliary send Effects reach the listener with obstruction and occlusion (Obstruction and Occlusion with Game-defined Auxiliary Sends).

For more information about Auxiliary Busses in Wwise Authoring, see The Master Audio Bus Hierarchy and Understanding Sends.

For an overview of how to use game-defined auxiliary sends with the SDK, see Integration Details - Environments and Game-defined Auxiliary Sends.


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