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Building the Actor-Mixer Hierarchy

After you have created your project, you can start creating the structure for your assets in the Audio tab of the Project Explorer. The non-music structure that will contain these assets is called the Actor-Mixer Hierarchy. You can add objects to the Actor-Mixer Hierarchy and create relationships by grouping them at different levels in the hierarchy. The following table lists the kinds of objects that you can add.

Object

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Description

Sounds

 

Wwise objects that represent the individual audio asset and contain the audio source. There are two kinds of sound objects:

Sound SFX - Sound effect object.

Sound Voice - Sound Voice object.

Containers

 

A group of objects that contain objects, or other containers, that are played according to certain behaviors. You can apply properties that will affect the child objects in the container. There are four kinds of containers:

Random Containers - A group of one or more objects that are played back in a random order.

Sequence Containers - A group of one or more objects or containers that are played according to a specific playlist.

Blend Containers - A group of one or more objects and/or containers that are played back simultaneously. The sounds and containers within the Blend Container can be grouped into blend tracks where sound properties are mapped to Game Parameter values using RTPCs. Crossfades can also be applied between the sounds within a blend track based on the value of a Game Parameter.

 

Switch Containers - A group of one or more objects and/or containers that are organized into a series of Switches or States that correspond to the different alternatives that exist for a particular element in the game.

Actor-Mixers

High level objects into which you can group other objects. Properties that are applied to an Actor-Mixer affect the properties of the objects grouped under it.

You can also group objects within an Actor-Mixer using Virtual Folders.

Virtual Folders

High level elements into which you can place other objects. Virtual folders cannot be child objects for containers or sounds.

Work Units

High level elements that are used to divide up a project so that different people can work on the project concurrently. Work Units contain the assets within your project hierarchy as well as other Wwise elements, such as States, Effects, and SoundBanks.

Physical Folders

High level elements into which you can group other physical folders or Work Units in a project. Physical folders cannot be child objects for containers or sounds.


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