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Game Parameter Property Editor

The Game Parameter property editor is where you define the maximum and minimum values for each game parameter, so that you can map property values to the range of values in between. For example, you could set values in a car racing game that are mapped to the acceleration of the car. As the car accelerates the mapped properties are applied to the sounds.

Interface Element

Description

Name

The name of the game parameter that will be used for the RTPC.

Notes

Any additional information about the game parameter.

Bind to Built-In Param:

Bind this game parameter to a built-in value calculated inside the sound engine. Choose one of the following:

  • Distance - Distance to game object.
  • Azimuth - Horizontal angle.
  • Elevation - Vertical angle.
  • Object-to-Listener Angle - Angle between object's orientation and the listener.
  • Obstruction - As set by the game on the game object.
  • Occlusion - As set by the game on the game object.

Range

Min

The minimum value of the game parameter that is mapped to properties in Wwise.

Default: 0
Range: -100,000 to +100,000

Max

The maximum value for the game parameter that is mapped to properties in Wwise.

Default: 100
Range: -100000 to +100000

Default

A global value used by game objects that do not explicitly specify a particular value.

The default value will also be ignored if your game programmer defines a global RTPC value for game objects using the SDK.

Interpolation Mode

Select Game parameter interpolation mode

None: Jump straight to the target value.
Slew Rate: Limit the game parameter variation rate to the specified Attack and Release rate.
Filtering Over time: Filter the game parameter current value to target 99.5% of the target value within the specific Attack/Release time.

Attack

Rate (or time) used by the interpolation mode when variations are going upward.

Release

Rate (or time) used by the interpolation mode when variations are going downward.


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