Many games today have an audio component that is dynamic, or driven by the action that is taking place in game. To efficiently manage this type of dynamic audio, the conditions and outcomes in a game can be pre-defined in Wwise using arguments. Arguments represent the different categories that exist in your game. For example, in a football game, the list of arguments could include Teams, Players, and Actions. Each argument or category also needs a set of corresponding values. In our football example, the Teams argument could include argument values, such as Dallas, Pittsburgh, New England, and so on.
The arguments and argument values are arranged into dialogue Events where the game conditions are re-created. These conditions called argument paths are then assigned to a particular voice object. As the game is being played, the current argument values are matched with those created in the dialogue Events in Wwise to determine what piece of dialogue to play.
Example 6.5. Using Arguments - Example
Let's say you are creating a golf game that will have a play-by-play commentary. You will need to create arguments for each of the different categories in your game. Each argument will then need all the different values that correspond to that category. For our golf game, we will need a variety of arguments including Players, Clubs, Shots, Locations, Reactions, and so on. The following table shows you how you could divide up some of the different categories in a golf game into arguments and corresponding argument values. After the arguments and argument values are defined, you can start adding them to the dialogue Eventsthat are required for your game.