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Hi everyone, I’m working on a music game in Unity + Wwise, where I have many short sample-like sounds that can appear in two different contexts:

UI Preview: when the player selects or crafts a sound in the UI (SoundCooking / Glossary). These should be routed to a UI Bus (2D, no reverb, dry and upfront).

World Context: when the same sounds are played back later through speakers in the game world, they should go through the World Bus (with reverb, attenuation, and other effects).

 

My current setup I created a Switch Group “PlaybackContext” with values UI and World. Each sound is wrapped in a Switch Container, with two children:

UI child → same WAV, routed to UI Bus, 2D, no attenuation.

World child → same WAV, routed to World Bus, 3D with attenuation + reverb sends.

 

In Unity I set the Switch via AkSoundEngine.SetSwitch("PlaybackContext", "UI", go); before posting the Event.

 

So effectively I’m duplicating the same sound reference under two different children, and using the switch to decide the routing. It works fine, but I wonder if this is really the most elegant/maintainable approach as i work with a lot of assets.
in General Discussion by Lucien M. (100 points)

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