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What are Game Objects?

Game objects are the central concept in Wwise because every Event triggered in the sound engine is associated with a game object. A game object generally represents a particular object or element in your game that can emit a sound, including characters, weapons, ambient objects, such as torches, and so on. In some cases, however, you may want to assign game objects to different parts of an in-game element. For example, you can assign a different game object to different parts of a giant character so that the footstep sounds and the character's voice emanate from different locations within the 3D sound space.

[Note] Note

If you are familiar with the Unreal game engine, game objects in Wwise are similar to Actors in Unreal.

For every game object, Wwise stores a variety of information that it will use to determine how each sound will be played back in game. Any of the following types of information may be associated with the game object:

  • Property offset values of an audio object associated with the game object, including volume and pitch.

  • 3D position and orientation.

  • Game syncs information, including states, switches, and RTPCs.

  • Environmental effects.

  • Obstruction and Occlusion.

[Note] Note

Unlike other properties, attenuation is applied on the audio object and not on the game object. This gives the sound designer more flexibility to control the attenuation for each sound individually. The 3D Game Object view in Wwise allows the sound designer to view the game objects to which sounds are associated, the position of the game objects in relation to the listener, along with the attenuation radius for each sound.


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