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Using game syncs during playback

In the Transport Control you have access to the game syncs that you have created for your project. To audition the States, Switches, and RTPCs as they are applied to your sounds, music, and motion objects, you can do any of the following.

Enabling States during playback

When an object is loaded into the Transport Control, you can select from the list of State Groups and States to which the object is subscribed to simulate States and State changes that will occur in game during playback. This means that while you are playing back objects, you can audition the State properties and also switch between States to audition the State changes. To learn more about creating States and the State properties and transitions that you will be auditioning in the Transport Control, as well as assigning objects to States, refer to the following sections:

To enable a State during playback:

  1. Load an object into the Transport Control.

  2. In the Game Syncs area, click the State icon .

  3. In the States list, select the State that you want to apply.

    The state will be applied to all sounds in the Transport Control that subscribe to the State during playback.

  4. Click the Play icon.

    The State that you selected will be applied during playback. While the object is playing, you can continue to change States to simulate the game.

[Note]Note

To return to the default State, click the Reset icon and select Reset All States.

Assigning Switches during playback

When an object is loaded into the Transport Control, you can select from the list of Switch Groups and Switches to which the object has been assigned to simulate Switch changes that will occur in game during playback. This means that while you are playing back objects, you can change Switches and audition the changes. To learn more about creating Switches and how Switches are used, refer to the following sections:

To assign a Switch during playback:

  1. Load an object into the Transport Control.

  2. In the Game Syncs area, click the Switch icon .

  3. From the Switches list, select the Switch that you want to apply.

    The Switch Containers that have subscribed to the selected Switch Group will play the objects that correspond with the Switch that you have chosen.

  4. Click the Play icon.

    The Switch that you selected will be applied during playback. While the object is playing, you can continue to change Switches to simulate the game.

[Note]Note

To return to the default Switch for the Switch Container specified in the Property Editor, click the Reset icon and select Reset All Switches.

Changing game parameter values during playback

When an object is loaded into the Transport Control, the associated RTPCs are displayed in the Games Syncs area. A slider is provided so that you can change the Game Parameters while you are playing back your object. Since you have already mapped these values to Wwise property values, when you change the Game Parameter values, you automatically change the object property values. This simulates what happens in game when the Game Parameters change and you can verify how effectively your property mappings will work in game. To learn more about creating Game Parameters and mapping property values to them, refer to the following sections:

You can audition these property changes during playback in your simulation.

To modify Game Parameter values during playback:

  1. Load an object into the Transport Control.

  2. In the Game Syncs area, click the Game Parameter icon .

    The Game Parameters that have been mapped to the object will be displayed.

  3. Click the Play icon.

    While the object is playing, you can use the RTPC slider to change the Game Parameter values to see how your sound reacts to the changes.

[Note]Note

To return the Game Parameters to their default settings, click the Reset icon and select Reset All Game Parameters.

[Note]Note

To bypass Game Parameter interpolation, hold Ctrl while using the RTPC slider in Transport Control, or the Game Parameter cursor in the RTPC tab of the Property Editor.

Calling Triggers during playback

In addition to auditioning this object, you can also select from the list of Triggers to audition Stingers. A Stinger is a brief musical phrase that is superimposed and mixed over the currently playing music. In this way you can simulate what is happening at key points in the game when a Trigger calls a Stinger to play over the current music. To learn more about creating Triggers and creating the Stingers for them that you will be auditioning in the Transport Control, refer to the following sections:

To call a Trigger during playback:

  1. Load a music object into the Transport Control.

  2. Click the Play icon.

    The music object loaded into the Transport Control will play back.

  3. In the Game Syncs area, click the Trigger icon button to display the Trigger list .

  4. Click the Call Trigger icon .

    The corresponding Stinger will play over the currently playing music object. You can select other Triggers and play back the corresponding Stingers to simulate the music in the game.


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