In Wwise, each type of Game Sync has been designed for different purposes. Game Parameters are particularly useful in gradually changing a sound mapped to a value in game. States are best applied for global purposes in the game state, and Switches make it easy to manage alternate sounds for each game object individually. In the Wwise Adventure Game, both the footsteps and the weapon impacts use the Surface_Type Switch Group. In other words, the same Switch Group is used in multiple situations throughout the entire game, which allows you to use a uniform logic and remain consistent with game material. This is possible because it works within a game object scope, meaning it will only affect the game object you set the Switch on. In the following steps, you will take a deeper look at the use of Game Syncs from a few examples in the Wwise Adventure Game.