I have been playing around with using Wwise sounds in my scenery. I have been able to get sounds playing in the sim, as well as even using SimVars to play them only under certain conditions (Though, it seems that only Aircraft SimVars can be used, whereas having the ability to use environmental variables as well would be nice).
However, I'm running into an issue where if I have multiple simobjects in one simobject folder (model.a, model.b, model.c, ect) and I use a soundai.xml containing all of the sounds and a single Wwise pack, all of the simobjects in my scene end up playing all of the <sound> elements at once (model.a will play it's own sound, but also the sound meant for every other model)
I thought that if I assigned a unique node in each model, and then referenced those nodes in each corresponding <sound> element of the soundai.xml, it would ignore the other simobjects since all of the nodes would be found. However, this does not seem to be the case and the sounds will play as described above.
Hopefully that's making sense? If not, basically:
model.a has the unique node "sfxa" and it's <sound> in the soundai.xml states NodeName="sfxa".
model.b has the unique node "sfxb" and it's <sound> in the soundai.xml states NodeName="sfxb".
model.a plays its own sound, but also plays sfxb as that node cannot be found in model.a. And then vise versa for every simobject.
Is there any solution where I can make each model only play the sound I assign to it, or is my only option to split every simobject off into it's own directory and have a separate Wwise PCK for each?
There has got to be a better way to handle this, right?