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Managing motion

A great way to further immerse the player in a game is to add some kind of motion feedback.

Wwise 为在游戏中创建和集成振动提供了一套完整的管线。Wwise 为振动实现了全面的、与音频创作相似的管线解决方案,您可以实现以下功能:

  • 只需稍加学习,就可以创建复杂、真实的振动效果。

  • 将振动轻松集成至游戏内,不会明显影响游戏或声音引擎的表现。

  • 使用与音频相同的功能来构建和集成振动。

  • 无需额外工作,为各种平台上的同类设备创建振动效果。

  • 根据游戏要求,轻松添加或移除振动元素。

了解 Wwise 中振动的工作方式

为了尽可能简单地从音频过渡至振动,Wwise 使用相同的工作流程,很多原理和功能都同时适用于两者。与音频类似,振动对象可以在层级结构中进行组织、可输出至总线,并可使用事件在游戏中触发。同时,还可在 3D 空间化环境中定位,由工程中的各种游戏同步器控制,并打包到 SoundBank(音频包)中。播放方面的主要区别在于,振动是通过游戏控制器而非扬声器播放的。

Supported motion devices

For a list of supported motion devices, see the Game Setup section in the Integrating Wwise Motion topic in the Wwise SDK.

You can connect to other device types if you install other third-party plug-ins for motion.

High-level workflow for creating motion

The table below is a high-level workflow for generating motion for the first time.

Step

描述

Step 1. Integrate Wwise MotionSee Integrating Wwise Motion in the Wwise SDK documentation and “Prerequisites for creating motion”一节.
Step 2. Install the Wwise Motion source plug-in.From the Audiokinetic Launcher, install the Wwise Motion source plug-in. 请参阅 “Prerequisites for creating motion”一节

Step 3. Add a device to the Project Explorer.

Add a device to the Devices Default Work Unit in the Project Explorer Audio tab. See “Audio Devices”一节 and “Generating motion for game controllers”一节.

Step 4. Create a Motion Bus.

Create an Audio Bus and in the Audio Device field select the motion device you added in the previous step. See Building the structure of output busses and “Adding a Motion Bus to a Wwise Project”一节.

Step 5. Decide what type of object you will use to generate motion.

You can create motion from existing sounds or by creating a motion-specific object. See:

Step 6. Filter out high frequencies.If you are generating sound from existing audio files, filter out high frequencies and boost or reduce the generated motion signal. 请参阅 “Shaping the motion signal from audio”一节

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