版本
This sample project exposes different examples of typical ways to use Wwise. Each of these examples has been integrated into different work units, each identified by name.
Footsteps—a demonstration of how a hierarchy of switch containers can create interesting footstep sounds within a game.
Minigun—an example of how a complex audio object can be easily managed with two events and a game sync.
Car Engine—a demonstration of how to use a Blend container to reproduce the shifting sounds of a car engine.
New York City Ambience—a demonstration of how Wwise allows you to create a complex ambience which evolves over a day and is influenced by weather.
Music—these examples demonstrate different techniques for arranging and implementing interactive game music using pre-rendered audio files.
MIDI—This MIDI music mixes and matches pre-rendered music and MIDI sequences, the MIDI Sequences target sampled instruments and a soft synthesizer.
Dialogue—a demonstration of how to create dialogue that changes dynamically according to actions in game.
SS_Impact—a demonstration of many uses of SoundSeed Impact.
Note | |
---|---|
Materials sent by content providers were all originally high quality (48 kHz, 16 or 24 bit). However, to save download time and disk space, we have reduced the size of some of the sound assets. |