![]() Use the handle of the device returned by scePadOpen or scePadGetHandle. Refer to the following table for more information on device ID. Additionally, because multiple devices can be connected, you need to provide a device ID. To add an output device, use the Wwise API function AK::SoundEngine::AddOutput and specify the ShareSet name (as defined in your Wwise project) in the AkOutputSettings parameter. For example, a split-screen game with four players connected needs four different outputs for the controllers to receive haptic feedback. ![]() If your application uses motion with one or more devices, you must add a dedicated output for each device. Right low-freq vibration, right high-freq vibration Left low-freq vibration, left high-freq vibration, Refer to the following table for the list of supported controllers and additional requirements. You don't have to add AkMotionSink manually. Note: In Unity and Unreal, plug-in libraries are managed automatically. Including this file is really important because it will automatically register the plug-in. You also need to include the AkMotionSinkFactory.h file located under SDK\include\ AK\plugin. This library provides support for the standard controllers of supported platforms. On the game side, the first thing that you will want to do is make sure to link with the separate library called AkMotionSink. To simultaneously have audio and motion, a Sound SFX needs to have at least one motion bus and one Audio Bus, either as the Output Bus or as an Auxiliary Bus. Usually the Sound SFX elements using a motion bus are also using a Motion Generator source. You can now set the Output Bus of any Sound SFX to a motion bus to create haptic feedback. It's good practice to use a single motion bus hierarchy in your project for easier troubleshooting and monitoring. The term motion bus denotes, for simplicity's sake, a top-level Audio Bus with a Wwise Motion Audio Device assigned to it. It is also crucial to assign the Wwise Motion Audio Device to a top level Audio Bus. The Wwise Motion Audio Device is the plug-in used by the sound engine to interface with a motion-ready device. To be able to send either sound or motion data to a device, you need to add the licensed Wwise Motion Audio Device to the Audio Device folder of your Wwise project, located in the Audio tab of the Project Explorer. It uses the same busses, Listeners, and Emitters (see Integrating Listeners). Note that all the concepts applicable to the audio workflow are also applicable to motion. In order to use motion in your application, you need to properly set up each component. Make sure that the Sound SFX nodes have an Output Bus set to a motion-ready bus. Just like any audio source, you can add a Motion source plug-in to a Sound SFX node in your Wwise project. The Motion source plug-in is a very useful and accurate way to design the behavior of haptic feedback effects. Refer to the Setting Up Motion section for more information. ![]() This plug-in is inside a separate library and needs to be included in both the authoring tool and the application. Just like any sink plug-in, it receives data from a set of Listeners and is in charge of "presenting" this data to a device. The Motion sink plug-in can be seen as the link between the sound engine and a motion-ready device. Although the Motion Generator is optional, it remains a powerful tool to create accurate and flexible motion designs. Motion uses the Wwise Sound Engine plug-in system in order to work in an application and can be subdivided into two modules: the audio source called Motion Generator and the Audio Device called Wwise Motion. This feature can be tested directly in the Wwise authoring tool on Windows with a supported controller. You can either use any audio signals in your project and transform it into motion or generate dedicated motion signals using the Motion Generator source. Two types of haptic feedback are available using the Wwise motion feature. This means that all the features available for audio are also available for motion. Internally, motion data is no different from audio data. With Wwise, you can manage motion using the same feature set that you use to manage the audio in your application. Motion is a feature allowing users to control the haptic feedback of a control interface.
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