Part III. Using Sounds and Motion to Enhance Gameplay

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.