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Defining the Scope of an Event Action

When creating an event, you must define the scope for each Action. The scope specifies the extent to which the Action is applied to objects within the game. The scope can either be applied globally to all game objects or the specific game object that triggered the Event. For some Actions, you can choose the scope, and for other Actions, the scope is pre-determined.

For example, let's say you created an Event for when the player leaves the game to enter the menu. This Event will play the “Enter_Menu” sound, decrease the volume of the music bus by -10 dB, and pause everything else. The following illustration demonstrates how this Event would look in Wwise.

The scope for each of these Event Actions would be as follows:

Event Action

Scope

Comments

Play > Menu_Enter

Game Object

The scope is set to Game Object because play Events are always triggered by a single game object.

Set Voice Volume > Music

Global

The scope is set to Global because the Set Voice Volume Action is applied to a bus, which, by its very nature, is global.

Pause All Except > Music

Global

The scope is automatically set to Global because the Pause All Except Action is applied to the music bus, which, by its very nature, is global.

Pause All Except > Menu

Global

The scope is automatically set to Global because the Pause All Except Action is applied to the menu bus, which, by its very nature, is global.

As you can see in the previous example, if you use one of the Except type Actions, you must define the scope for each object in the exceptions list.

To define the scope of an event:

  1. From the Scope list, select one of the following options:

    • Game object to apply the Event Action to the game object that triggered the Event.

    • Global to apply the Event Action to all game objects.


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