Table of Contents
Wwise game-defined auxiliary sends are a way to easily apply one or more environmental effects on sounds based on their location in the game. The option "Use game-defined auxiliary sends" must have been set in the object properties or in the object it inherits its properties from.
||Note: Starting from Wwise 2012.2 Wwise introduced the concept of "Game-defined Auxiliary Sends". This new feature absorbed the functionalities of what was previously designed as "Environments". The same features are available using the new very similar API that was mostly renamed. While most of the documentation has been updated, any place in the documentation referring to Environments should be interpreted as "Game-defined Auxiliary sends".|
Using Wwise, a sound designer can define multiple environments to be used in a game. For example, those environments could be:
- ...and others as useful for the game
Each environment could represents an environmental reverb effect with a different set of parameters. Each environment would be then represented by an Auxiliary bus in the Wwise project.
In the game, each game object may be dynamically routed to 0 to AK_MAX_AUX_PER_OBJ (4) auxiliary busses at a time.
All sounds that are in the same auxiliary bus are mixed together before having the effects applied. A different volume can be set for every game object.
How the sound and its game-defined auxiliary sends effects reach the listener can be modified using the obstruction and occlusion mechanism ( Obstruction and Occlusion in Environments ).
Refer to the Wwise documentation for more information regarding how to create Auxiliary busses.
Refer to Integration Details - Environments and Game-defined Auxiliary Sends for an overview of how to handle game-defined auxiliary sends using the SDK.