Setting up devices, listeners and game objects for multiple outputs Your sound design may need to take this constraint into consideration. Since the delay produced by the AV setup is different for each system, it's not possible to synchronize sounds routed simultaneously to the speaker/TV and the game controllers. For the TV, once the signal is out of the console, it goes through a receiver and/or a TV, whose processors add a certain amount of delay. On the controller side, the signal may have to travel through a wireless channel, which might give a different delay than for wired controllers. This is unavoidable due to different hardware in the audio signal's path. When outputting the same audio on many devices, such as the TV and a game controller, you will probably notice latency between the devices. See an example of this in the Examples section below. So, each output may have a different mix and Effect applied, depending on the sources played, as well as RTPC and Switch values active on the game objects. The bus hierarchy will be used as a template for routing for each output registered from the game. On the design side, there is no knowledge of how many players might be playing the game. It is possible to play the same sound on multiple controllers and on TV at the same time, using the same source. This is the preferred method if the same sound is going to be heard in multiple outputs and the TV at the same time, such as with a spy camera or announcements. However, you can use a User or Game Send to an Auxiliary Bus inside any other bus hierarchy. For example, player-initiated gunshots, tennis racket whacks, PDA sounds, gameplay feedback, and so on. Setting the Output Bus directly is the preferred method for sounds that are normally tied to only one secondary output instance. See Audio Devices for information on which Audio Device is available with Wwise. Then the sounds can be routed normally to the new bus or any child bus. ![]() Note that if you want to use an Audio Device plug-in created by a third party, you might need to create an Audio Device ShareSet of the right plug-in type first. Then change the Audio Device ShareSet property on that new bus to point to a different device. On the authoring side, you need to create new master busses to be able to define a different mix for an Audio Device. The same Wwise feature set applies to the secondary outputs as for the regular mix, without any particular restrictions except that the output targets controllers instead of the speaker/TV. The Secondary Output feature allows you to define a separate mix for each of these outputs, leaving the main speaker/TV mix unaffected. The most common secondary outputs are the game controller speakers and headsets. In Wwise, a secondary output designates any physical audio end-point that is not the regular TV audio output.
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