It's a little bit of both. Obviously we need to create some audio for that. Sometimes we use libraries, but it never comes straight out of the library. We always need to retweak things. So once we've got all those layers, as we call them, then we start populating the level. And we will let Wwise handle what sounds need to play and how they will have to play. So in the case of the sandstorm, we basically had, it's called a meter. So we will meter how loud the wind will be, and based on that, it will drive the audio from all the audio triggers that are attached in a specific area in the level. So that means that if you have a wind gust that happens, we will know exactly what the volume parameter is at that specific moment, and that will drive the audio of everything surrounding it. It's a bit like side-chaining, but it's actually the opposite, because side-chaining will basically duck down a sound based on another sound. In this case, we bring up the level of some sounds based on how loud the wind is.
That's one of the things that Wwise allows us to do. It's one of the tools that are inside Wwise, and then we can drive real-time parameters, we call it RTPC, again based on volumes. Mostly you can use it for mixing, but it can be used in more creative ways, just like we did with the sandstorm.