Using State Containers to control atmosphere in Wwise
As certain levels in Cube contain bodies of water, I needed to use the 'SplashIn_Player' event to trigger a change in atmosphere to emulate the sonic transition from air to underwater. In order to do this, I created two looping pieces of audio for atmos, and assigned each of them to the events 'SplashIn_Player' and 'SplashOut_Player'.
I then created two separate game states for underwater atmos and out of water, and created audio buses for each which go straight to the main out in the default work unit.
In order to make the atmos for each state duck out when the other is triggered, I crossfaded both states by setting the level of each audio file in its respective state as shown here.




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