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Using Game Syncs

In Wwise, game syncs are used to efficiently manage specific changes in audio that relate to changes in action or conditions within the game. In the Cube project, the following game syncs were used:

  • Switches - A switch group called "Material" was created to manage the different ground textures that exist in the game. Switches were created within this group for each ground texture, such as concrete and grass. These switches are used to define different footstep sounds for the main character as the surfaces change within the game.

  • Game Parameters - Three game parameters were created that correspond to the volume faders within the Cube game. These game parameters were mapped to the bus volume property of the three main busses using an RTPC. By mapping the faders to the volume properties, game players can control the volume of sounds and music in the game themselves.

    The game parameter "PlayerHealth" is attached the the player's actual health gage. No sounds are using it by default, it's for you to attach this game parameter to sound object properties if you like.

    The Teleport looping Synth One sound uses the game parameter "Distance_to_Object" on the "Base Frequency" parameter of the synth to create an interesting pitch bend effect as you approach the teleporter. This game parameter can be reused on other sound objects.


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