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Object-Based Audio Routing

Starting with version 2022.1.0, the Wwise Adventure Game benefits from the object-based audio pipeline available in Wwise 2021.1.0 and newer. This pipeline allows the authoring and flow of three streams of sound: Main Mix, Passthrough Mix, and Audio Objects. Wwise also provides visibility on the routing decisions that can affect the delivery of sound at runtime. These routing decisions flow through the Master-Mixer Hierarchy and on to the Audio Device, where a combination of channel-based audio (Main Mix and Passthrough Mix) and Audio Objects (when available) are prepared for delivery according to the endpoint-defined output configuration.

With object-based audio routing, the Wwise Adventure Game produces an increased sense of spatial depth for ambient background sounds and improves the perception of positioning for sounds such as weapon interactions, enemy expressions, and physics impacts.

Note, to experience these enhancements, the WAG must be installed on Windows with Microsoft Spatial Sound enabled. (Refer to Microsoft documentation for further details: How to turn on spatial sound and Spatial sound for app developers.)

Refer to the following resources for more information on the setup and profiling of Audio Objects in Wwise.


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