Table of Contents

Property Editor: Game Parameter

The Game Parameter Property Editor is where you define the maximum and minimum values for each Game Parameter, so that you can map property values to the range of values in between. For example, you could set values in a car racing game that are mapped to the acceleration of the car. As the car accelerates the mapped properties are applied to the sounds.

Interface Element

Description

Name

The name of the Game Parameter that will be used for the RTPC.

Notes

Any additional information about the Game Parameter.

Bind to Built-In Param:

Bind this Game Parameter to a built-in value calculated inside the sound engine. Choose one of the following:

(See more about the following built-in parameters in Available built-in parameters .

  • Distance: Distance to game object.
  • Azimuth: Horizontal angle.
  • Elevation: Vertical angle.
  • Emitter Cone: Angle between object’s orientation and the listener.
  • Obstruction: As set by the game on the game object.
  • Occlusion: As set by the game on the game object.
  • Listener Cone: Angle between the object and the listener’s orientation (front).
  • Diffraction: As set by Wwise Spatial Audio on the game object.
[Note] Note

Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to control an RTPC since their value is unknown at the moment the Play Action is posted.

Default value: None

Range

Min

The minimum value of the Game Parameter that is mapped to properties in Wwise.

Max

The maximum value for the Game Parameter that is mapped to properties in Wwise.

Default

A global value used by game objects that do not explicitly specify a particular value.

The default value will also be ignored if your game programmer defines a global RTPC value for game objects using the SDK.

Interpolation Mode

Select Game parameter interpolation mode:

  • None: Jump straight to the target value.
  • Slew Rate: Limit the Game Parameter variation rate to the specified Attack and Release rate.
  • Filtering Over time: Filter the Game Parameter current value to target 99.5% of the target value within the specific Attack/Release time.

Default value: None

Attack

Rate (or time) used by the interpolation mode when variations are going upward.

Default value: 50
Range: 0 to 1000000

Release

Rate (or time) used by the interpolation mode when variations are going downward.

Default value: 0
Range: 0 to 100000