The Master-Mixer hierarchy for this project is organized in two sections as if a 3D game was developed with a series of rooms where different reverbs would be applied at runtime:
The “Environmental” bus regroups audio busses for 3D sounds that would normally be affected by reverberation (e.g. foley, weapons, vehicles, etc.) and auxiliary busses that have reverb or delay effects inserted. The audio busses can be seen as the 'dry' path and the aux busses as the 'wet' path.
The sample project has been set as if it would be integrated in an actual 3D game where reverbs are dynamically assigned at runtime. Therefore, the objects in the Actor-Mixer hierarchy have been set to use the Game-Defined Auxiliary Sends and not the User-Defined Auxiliary Sends.
Game-Defined Auxiliary Sends cannot be heard from Wwise. If you'd like to listen to these sounds with reverb, you can route the top parent User-Defined Auxiliary Sends objects from the Actor-Mixer hierarchy to the Aux busses.
The “Non-Environmental” bus groups all busses that are not affected by runtime reverberation. In general, music and some voices such as commentators or narrators are the types of objects that are not affected by runtime reverb.
The “Music” bus is flagged as “Mute for Background Music” to be compliant with technical certification requirements for Xbox One™, PlayStation® 4, iOS, and Android™.