Working with RTPCs

To have more in-game dynamics, you might want to associate specific object properties with certain parameter values within the game. In Wwise, you can accomplish this using Real-time Parameter Controls. You can create RTPCs using a series of points along a curve. This curve creates a relationship between the Game Parameter and a property in Wwise. As the Game Parameter values change in game, Wwise uses the RTPC curve to determine the corresponding property value.

Using RTPCs - example

Let's say you are creating a first-person shooter game and you want the volume of the main character's breathing to be based on the character's level of fatigue in game. When the character's fatigue level is low, you want the breathing sounds to be very soft and when the fatigue level is high, you want the breathing sounds to be louder. In this case, you can use RTPCs to assign the Game Parameter (level of fatigue) to the Wwise property (volume). Then using the graph view, you can map the volume levels of the breathing sounds to the main character's level of fatigue in game.

RTPCs can also be used to achieve other effects in your game, such as mapping Low-Pass Filter values to water depth, low frequency effect values to the force of an explosion, and so on.


Although RTPCs can be created for all objects, busses, and Attenuation and Effect instances within your project, it is important to use them selectively as they can consume a significant amount of memory and CPU.

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