This part includes conceptual and procedural information on how to enhance the rich and immersive game environments using a variety of properties and behaviors, effects, motion, positioning settings, and playback priority.
Chapter 12, Defining Object Playback Behaviors—working with Random, Sequence, Switch, and Blend Containers, creating a loop, streaming media, and using the Source Editor.
Chapter 13, Defining Positioning—working with speaker panning, understanding 3D spatialized objects, spread, focus and orientation,applying positioning to busses, and using ambisonics.
Chapter 14, Managing Priority—understanding and defining playback priority, limiting playback instances, and managing low-volume objects.
Chapter 15, Managing Effects—applying Effects to objects and busses, working with Effect ShareSets, bypassing, rendering, and reordering Effects, and understanding User-Defined and Game-Define Auxiliary Sends.
Chapter 16, Managing Motion—generating motion using either existing sounds or dedicated objects, building an output structure for motion, and using the Wwise Motion Source plug-in to generate motion for game controllers.