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I am hitting a bit of a roadblock when it comes to Multiplayer Interactive Music

The scenario

A player or group of players is in combat on one part of the map
A player or group of players is NOT in combat on another part of the map

I want only the players in combat to hear combat music.   

Setting a switch with the LOCAL player does not transition to the Combat music as expected.   It seems only the use of the MUSIC object accomplishes this, which in turn, changes the music Globally for all players, even those not in Combat.   

Any thoughts or designs that have dealt with this in WWise to allow for different pieces of music for multiple players?
in General Discussion by Kenneth W. (260 points)

1 Answer

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Hello Kenneth,

I’m assuming you’re referring to an online multiplayer scenario? In such cases, Wwise typically runs on each client (i.e., each player’s machine). It’s important to remember that it’s the game’s responsibility to determine which client should receive a specific RTPC, Switch, or State change, and to ensure that this information is sent to the appropriate instance of the Wwise sound engine running on that client. Have you tried connecting Wwise to your game and checking the Profiler or Capture log? This might provide more insight into what’s happening when you set a Switch for a specific Game Object.

See: ProfilingConnecting to a local/remote game systemCapturing data from the sound engine

by Alessandro Famà (1.1k points)
selected by Guillaume R. (Audiokinetic)
Thank you for the response.  Indeed.  Via profiler, I see the switch being set from the game engine (via an event).  It is targeting the local player object and not the music object which initially made me think this could be the issue.   Regardless the switch does set correctly but the music does not play.   

I have simplified the path and transitions to a point where I can use soundcaster to mimic the behavior I expect successfully but when operating in the game itself, the switch changes but the music does not transition nor play.   

I still think it could be a problem between the seat and keyboard but I've tried to make it as simple and explicit as possible with no positive results thus far.
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