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Managing motion

A great way to further immerse the player in a game is to add some kind of motion feedback.

Wwise offers a complete pipeline for creating and integrating motion in your game. By implementing a comprehensive pipeline solution for motion, similar to the one that exists for building audio, Wwise allows you to:

  • Create sophisticated and realistic motion effects with a very short learning curve.

  • Integrate motion easily into a game without significantly affecting the performance of the game or sound engine.

  • Use the same features as audio to build and integrate motion.

  • Create motion effects for the same type of device on various platforms without additional work.

  • Add or remove the motion component easily based on the requirements of your game.

Understanding how motion works in Wwise

In an attempt to make the transition from audio to motion as simple as possible, Wwise uses the same workflow, principles, and features for both. Like audio, motion can be structured within a hierarchy, output to a bus, and triggered in game using Events. It can also be positioned within a 3D spatialized environment, manipulated by the various game syncs in your project, and packaged into SoundBanks. The main difference is the playback of motion is done through a game controller, instead of a speaker.

Supported motion devices

For a list of supported motion devices, see the Game Setup section in the Integrating Wwise Motion topic in the Wwise SDK.

You can connect to other device types if you install other third-party plug-ins for motion.

High-level workflow for creating motion

The table below is a high-level workflow for generating motion for the first time.

Step

Description

Step 1. Integrate Wwise MotionSee Integrating Wwise Motion in the Wwise SDK documentation and Prerequisites for creating motion.
Step 2. Install the Wwise Motion source plug-in.From the Audiokinetic Launcher, install the Wwise Motion source plug-in. See Prerequisites for creating motion.

Step 3. Add a device to the Project Explorer.

Add a device to the Devices Default Work Unit in the Project Explorer Audio tab. See Audio Devices and Generating motion for game controllers.

Step 4. Create a Motion Bus.

Create an Audio Bus and in the Audio Device field select the motion device you added in the previous step. See Building the structure of output busses and Adding a Motion Bus to a Wwise Project.

Step 5. Decide what type of object you will use to generate motion.

You can create motion from existing sounds or by creating a motion-specific object. See:

Step 6. Filter out high frequencies.If you are generating sound from existing audio files, filter out high frequencies and boost or reduce the generated motion signal. See Shaping the motion signal from audio.

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