版本
In an attempt to make the transition from audio to motion as simple as possible, Wwise uses the same workflow and many of the same principles and features for both. Like audio, motion can be structured within a hierarchy, output to a bus, and triggered in game using events. It can also be positioned within a 3D environment, manipulated by the various game syncs in your project, and packaged into SoundBanks.
For a comparison between the features available for audio development to those available for motion development, refer to the following table:
Wwise Feature |
Audio |
Motion |
||
---|---|---|---|---|
Bus routing |
|
Master Motion Bus hierarchy |
||
Object Properties and Behaviors |
|
No LPF control |
||
Object Hierarchy |
|
|
||
Effects |
|
No effects on motion busses |
||
Positioning |
|
Limited 2D/3D support for controllers |
||
Events |
|
|
||
RTPCs |
|
|
||
States |
|
No LPF control |
||
Switches |
|
|
||
Playback Priority |
|
|
||
Playback |
|
Motion device required |
||
Platform Customization |
|
|
||
Simulations |
|
|
||
Profiling |
|
|
||
SoundBanks |
|
|
||
Queries |
|
|