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Creating control surface bindings

A control surface binding attaches a hardware control (such as a button, slider, knob, or key) to a Wwise element (property or command).

Every binding has three elements:

  • Property/Command:

    • Object Property: A property name to modify, on the targeted object.

    • Object Command: A command or action to perform on the targeted object.

    • Global Command: A command or action to perform globally (not targeting an object).

  • Object/Index: Specify the object to target.

  • Controller Assignment: Identify the hardware control element with a MIDI message ID.

Bindings are stored inside three different kinds of groups, that each have a different mechanisms to define the targeted object:

  • Global: The targeted object is specified directly in the binding.

  • Current Selection: The targeted object is the most recently selected object in Wwise.

  • View Groups: The target object is defined by the view (such as the Mixing Desk and Mixing Sessions or the Soundcaster and Soundcaster Sessions) in which the binding group is loaded. An index is specified for each object loaded in the view.

You can create bindings for multiple scenarios:

Creating bindings for keyboard shortcuts

You can use Global Bindings to configure global commands that can then be triggered by the Keyboard Shortcut Manager or by a Control Surface Session's Binding.

To create a global binding:

  1. Open a Control Surface Session in one of the following ways:

    From the Project Explorer:

    1. Open the Sessions tab and double-click the desired Control Surface Session. The session opens in an Object Tab.

    2. Click the activation icon (). The session is loaded and activated.

    From the menu bar:

    1. Click Views > Utilities > Control Surface Bindings. The Contorl Surface Bindings view opens.

    2. Click the selector button [>>] and select the desired session. The session is loaded and activated.

  2. Select the Global group.

  3. Click Add & Learn Binding.

    The binding entry is added and the color of the Learn button changes to green, which indicates that the button is activated.

  4. Click the selector button [>>], and in the context menu click Global commands. The Command Selection dialog opens.

  5. Select the desired Property from the list and click OK.

  6. Use the hardware control desired for the binding.

    The Learn button is deactivated, and the binding is created and ready.

[Note]Note

Bindings for Global Commands can be created in other groups, such as the Current Selection group or the View groups

Creating a binding to modify a specific object property value

You can create control surface bindings to target specific object property values in the Project. This can be useful when you want to attach a controller assignment to objects such as Game Parameters.

To create a binding that controls a Game Parameter simulation value:

  1. Open a Control Surface Session in one of the following ways:

    In the Project Explorer:

    1. Open the Sessions tab and double-click the desired Control Surface Session. The session opens in an Object Tab.

    2. Click the activation icon (). The session is loaded and activated.

    From the menu bar:

    1. Click Views > Utilities > Control Surface Bindings. The Contorl Surface Bindings view opens.

    2. Click the selector button [>>] and select the desired session. The session is loaded and activated.

  2. Select the Global group.

  3. Click Add & Learn Binding.

    The binding entry is added and the color of the Learn button changes to green, which indicates that the button is activate.

  4. Select the Property/Command in one of the following ways:

    • Click the Game Parameter's simulation value in the Transport Control.

    • Click the selector button [>>] and browse for the Property:

      1. In the contextual menu, click Object Properties.

      2. Select Games Syncs > Game Parameter > Simulation Value.

      3. Click OK.

  5. Use the hardware control desired for the binding.

    The Learn button is deactivated, and the binding is created and ready.

Creating a binding to modify the current selection

In the Control Surface Session, you can define bindings that attach the property values of a selected object to hardware controller controls (sliders, knobs, or buttons).

For example, you could assign four sliders of a control surface to the following properties:

  • Voice Volume.

  • Voice Pitch.

  • Voice Low-pass Filter.

  • Voice High-pass Filter.

After you create the bindings, the four sliders are attached to these properties for the selected objects. If you have motorized faders (for example, the Mackie Control Universal Pro), each fader automatically moves to the current value as the current selection changes.

To create a binding that modifies the Voice Volume of the current selection:

  1. Open a Control Surface Session in one of the following ways:

    In the Project Explorer:

    1. Open the Sessions tab and double-click the desired Control Surface Session. The session opens in an Object Tab.

    2. Click the activation icon (). The session is loaded and activated.

    From the menu bar:

    1. Click Views > Utilities > Control Surface Bindings. The Contorl Surface Bindings view opens.

    2. Click the selector button [>>] and select the desired session. The session is loaded and activated.

  2. Select the Current Selection group.

  3. Click Add & Learn Binding.

    The binding entry is added and the color of the Learn button changes to green, which indicates that the button is activate.

  4. Select the Property/Command in one of the following ways:

    • Click the Game Parameter's simulation value in the Transport Control.

    • Click the selector button [>>] and browse for the Property:

      1. In the contextual menu, click Object Properties.

      2. Select Audio > General Settings > Voice > Voice Volume.

      3. Click OK.

  5. Use the hardware control desired for the binding.

    The Learn button is deactivated, and the binding is created and ready.

The current selection binding can also be used to trigger commands on the current selection. For example, you could map an array of buttons to the following commands:

  • Mute

  • Solo

  • Play

  • Stop

To create a binding that mutes the current selection:

  1. Select the Current Selection group.

  2. Click Add & Learn Binding.

    The binding entry is added and the color of the Learn button changes to green, which indicates that the button is activate.

  3. Use the hardware control desired for the binding.

    The Learn button is deactivated, and the binding is created and ready.

  4. Click the selector button [>>].

  5. In the contextual menu, click Object commands > Mute.

  6. Use the hardware control desired for the binding.

    The Learn button is deactivated, and the binding is created and ready.

If you have controller buttons that light up, the light will turn on when muted and turn off when not muted.


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