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Using Containers and Actor-Mixers within the Actor-Mixer Hierarchy

Containers and Actor-Mixers can both be used to group the assets within your project hierarchy, but they are applied at different levels and serve different purposes.

Containers are at the second level in the Actor-Mixer Hierarchy, which means they can be both parent and child objects. You can use containers to group sounds and containers. By “nesting” containers within other containers, you can achieve many different results and simulate realistic behaviors.

Actor-Mixers also group objects within the project hierarchy, but they sit one level above the container. This means that an Actor-Mixer can be the parent of a container, but not vice versa. Actor-Mixers can be the parent of any number of sounds, containers, and other Actor-Mixers. You can use them to group a large number of Wwise objects together in order to apply properties to the group as a whole.

The following illustration demonstrates how you can use containers and Actor-Mixers to group the sound assets related to one of the characters in your project.

[Note] Note

A similar hierarchy of containers and Actor-Mixers can be created at the same level to group the motion assets in your project.

Organizing your assets - example

Let's say you are working on a first-person shooter game that uses seven different weapons. You want the sounds for each weapon to have similar properties. You can group all the sounds related to a weapon into a Sequence or Random Container. Then you can group all the weapon containers into one Switch Container so that you can control properties such as volume and pitch for all the weapons as one unit.

You can build your asset structures in the early phases of your project based on the game design. You will also need to consider other elements in your project at the same time, such as your Work Units, routing, game syncs, and so on. Looking at your project as a whole can help you group objects together effectively. For some ideas about how to group objects, refer to Grouping Objects in the Actor-Mixer Hierarchy in the Building Actor-Mixer Hierarchy Tips and Best Practices section.

For more information on how to build your routing structures and Work Units, and create game syncs, refer to the following sections:


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