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0 votes
Hiya!

 

So I have a footstep sound effect that successfully plays it's default random container (dirt). I've added some box colliders in Unity to trigger the switch, and the switch message is showing up in the profiler in Wwise, however it just keeps playing the 'dirt' random container. I saw a post from 2016 where someone was having a similar issue and it looked like the answer involved properly targeting game objects, but unfortunately didn't come up with explicit instructions about what is wrong and how to fix it.

Side note: The effect also does a weird distant reverb thing every once in a while and I have no clue why. It started after I added spatialization and attenuation in Wwise, but they should be coming from about 2 meters below the listener (on the camera) so I'm not sure what's going on.
in General Discussion by JJ M (130 points)

1 Answer

0 votes
 
Best answer
Hey Jacob,

The Profiler is your friend in this case. Take a look at the Capture Log and see how the Switches are set (or whether they are set) and what game object they are set from.
* Also, make sure the switch you set is on the same game object as the Event posting the footsteps.
If you haven't already, consider reading this - https://www.audiokinetic.com/courses/wwise301/?source=wwise301&id=Setting_a_Switch_using_a_WwiseType or watch this https://www.youtube.com/watch?v=GmUB27RsgpM

Regarding the "distant reverb thing", I would again Profile but use the Game Object Profiler instead to inspect where the sounds are played from in relation to the listener.

Hope some of this helps.
by Mads Maretty S. (Audiokinetic) (40.2k points)
selected by Mads Maretty S. (Audiokinetic)
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