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What are Game Syncs?

After the initial game design is complete, you can start looking at how you could use Wwise elements called Game Syncs to streamline and handle the changes and alternatives that are part of the game. You can define which of the five different kinds of game syncs you will need to achieve the best results possible to enhance the visuals of the game.

  • States—a change that occurs in game that affects the properties of existing sounds, music, or motion on a global scale.

  • Switches—a representation of the alternatives that exist for a particular game element that may require completely new sounds, music, or motion.

  • RTPCs—properties that are mapped to variable game parameter values in such a way that changes to the game parameter values modify the properties themselves.

  • Triggers—a response to a spontaneous occurrence in the game that launches a stinger, which is a brief musical phrase that is superimposed and mixed over the currently playing music.

  • Arguments—a collection of similar argument values that have been grouped together to form a particular category or outcome that exists in game. The game dynamically determines which values are present and in which order they fall to decide what piece of dialogue to play.

When you are building your game project, you have to juggle quality, memory usage restrictions, and the time constraints that you face. Using game syncs strategically can simplify your work, economize on memory, and help to build a truly immersive game experience.


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