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Creating Multiple Positions for a Single Game Object

In certain situations in your game, a single instance of a sound may not be sufficient to create a realistic soundscape; for example, a PA system that has multiple speakers. If you don't want to duplicate the sound and corresponding game object, you can create a “clone” of the game object that emits the sound and position it at a different location in the game. In the PA system example, you can “clone” the game object that emits the original sound and reposition each clone to the location of the PA system's speakers, as shown in the following illustration.

Each clone produces an exact replica of the original sound and has the same properties, behaviors, and attenuation settings as the original. Since you have the original sound and the “clones” playing at the same time, you can either add their volumes together or specify that the cumulative volume of all sounds will be played at the maximum volume level of the original sound.

When using “clones”, you need to be careful when defining the spread and attenuation settings for your original sound as they will most likely be different than if you only had the sound emanating from a single position. This is especially true if the game player will be able to hear the original sound and the “clones” at the same time. If the “clone” sounds are added to the original, the volume of the combined sounds may become too loud and result in clipping.

Other examples of when you might want to “clone” game objects are as follows:

  • When you have many torches lining the walls of a corridor.

  • When you have a large odd-shaped object, where simple radius attenuation is not suitable, such as a lake or waterfall.

  • When parts of a wall crumble exposing sounds being emitted from behind the wall. By positioning “cloned” game objects in specific locations, you can effectively simulate partial occlusion and obstruction.

Game objects can only be “cloned” and repositioned using the Wwise SDK. For more information on setting multiple positions for a single game object, refer to the section Sound Engine Integration Walkthrough > Integrate Wwise Elements into Your Game > Integrating 3D Positions > Integration Details - 3D Positions in the Wwise SDK documentation.


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