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알림: 고객님의 주요 출시 버전( 2023.1.4.8496 )에 해당하는 최신 설명서로 이동했습니다. 특정 버전의 설명서를 보시려면 Audiokinetic 런처에서 오프라인 설명서를 다운로드하고 Wwise Authoring의 Offline Documentation을 확인하세요.
Wwise SDK 2023.1.4
Understanding States

When the status of the game changes, you typically want the sounds to reflect such changes. For example, if the player character is submerged in water, you want the sounds of gunfire, background music, and body movements to sound like they occur underwater. To match your audio with the current game situation, use States.

With States, sound designers can create different sets of properties for Busses, Actor-Mixers, Containers, and Sounds to use depending on the current game state. Properties that can be affected by States include Volume, Pitch, and Low-Pass Filter.

Different State Groups can be created in Wwise Authoring to represent different types of game states, and each of those State Groups can contain multiple States. For example, your game could contain the following State Groups and States, defined in Wwise Authoring by the sound designer:

  • Player_Environment (플레이어 환경)
    • Ground (지면)
    • Underwater (수중)
    • Car (자동차)
  • Slow_Time (느린 속도)
    • On (켜기)
    • Off

For these States to work as designed, the game must properly set the current State for each State Group when required.

See Working with States for more information about States from the sound designer's point of view.

See 통합 세부사항 - State (상태) for an overview of how to integrate States in your game.


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