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Simulating with game syncs

In the Soundcaster you also have access to the game syncs that you have created for your project. You can audition the States, Switches, RTPCs, and Triggers as they are applied to your sounds, music, and motion objects, both in game and in Wwise. By connecting to your game and adding the appropriate modules to the Soundcaster, you can audition, test, and mix, using game syncs, in real time with the game action.

When the Show All buttons are selected, all created game syncs are displayed in the Game Syncs area of the Soundcaster. Otherwise, only the game syncs associated with the Wwise objects loaded in the Soundcaster will be displayed.

Enabling States during playback

After you have added your modules to the Soundcaster session, and determined which Wwise objects will play back, you can enable states during playback. When you drag an object into the Soundcaster, the State Groups and States enabled for the Wwise objects in the module are added to the States list. If there are no states displayed, click Show All. All State Groups and States will then be displayed in the States area. To learn more about creating states and assigning objects to states, refer to the following sections:

To enable a State during playback:

  1. In the States list, select the State that you want to apply.

    The state will be applied to all Wwise objects in the Soundcaster that subscribe to the State.

[Note]Note

To return to the default state specified for the Switch Container, click the Reset icon in the master control area, and select Reset All States from the menu.

Assigning Switches during playback

After you have added your modules to the Soundcaster Session and determined which Wwise objects that you want to audition, you can enable Switches to be applied during playback. When you drag an object into the Soundcaster, the Switch Groups and Switches applied to the Wwise objects in the module are added to the Switches area. If there are no Switches displayed, click Show All. All Switch Groups and Switches will then be displayed in the Switches area. To learn more about creating Switches and how Switches are used, refer to the following sections:

To assign a switch to your modules:

  1. From the Switches list, select the Switch that you want to apply.

    The Switch Containers that have subscribed to the selected Switch Group will play the Wwise objects that correspond with the Switch that you have chosen.

[Note]Note

To return to the default Switch specified for the Switch Container, click the Reset icon in the master control area, and select Reset All Switches from the menu.

Simulating changes in Game Parameters

After you have added your modules to the Soundcaster and determined which Wwise objects that you want to audition, you can test the property values that you mapped to the Game Parameters. To learn more about creating Game Parameters and mapping property values to them, refer to the following sections:

When you drag an object into the Soundcaster, the associated Game Parameters and a corresponding property slider are added in the RTPCs area. If there are no Game Parameters displayed, click Show All. All Game Parameters that you have created will be displayed in the RTPCs area. The slider represents the range of Game Parameter values. Since you have already mapped these values to Wwise property values, when you change the parameter values, you automatically change the property values.

You can audition these property changes during playback in your simulation.

To modify Game Parameter values during playback:

  1. During playback, use the RTPC slider to change the Game Parameters values.

    The properties for the associated object will change based on the mapping you created between the Game Parameter and the object properties.

    [Note]Note

    To return the Game Parameters to their original settings, click the Reset icon in the master control area, and select Reset All Game Parameters from the menu.

Calling Triggers during a simulation

After you have added your modules to the Soundcaster and determined which Wwise objects that you want to audition, you can also test the Triggers that will launch musical phrases called Stingers over your music. In this way you can simulate what is happening at key points in the game when a Trigger calls a Stinger to play over the current music. To learn more about creating Triggers and creating the Stingers for them that you will be auditioning in the Soundcaster, refer to the following sections:

When you drag an object into the Soundcaster, the associated Triggers are added in the Triggers area. If there are no Triggers displayed, click Show All. All Triggers that you have created will be displayed in the Triggers area.

To call a Trigger during playback:

  1. While the music object in the module is playing, select the Trigger that you want to audition from the Triggers list.

  2. Click the Call Trigger icon.

    The corresponding Stinger will play over the currently playing music object. You can continue to select Triggers and play back the corresponding Stingers to simulate the music in the game.


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