Version
The Event Editor is where you manage the Action Events in your project. Action Events contain Actions, such as play, pause all, and stop all except, that have been applied to different objects or structures. These Events are integrated into the game engine and are triggered at different points in the game. Each Event can contain several actions. You can further specify particular properties for each action and apply certain conditions.
The following colors are used in the Event Editor to help you identify the status of objects within an Event:
White - For objects included in the current platform.
Gray - For objects not included in the current platform.
Red - For Event Actions that are missing an associated object.
Interface Element |
Description |
|||
---|---|---|---|---|
Name |
The name of the Event. Each Event must have a unique name. |
|||
Notes |
Any additional information that you want to attach to the Event to further describe it. |
|||
Event ID |
An identification number associated with the Event. Each Event is assigned a unique number by Wwise. Event IDs can be used instead of Event names in projects where the game engine does not support text strings. |
|||
Event Actions | ||||
|
Opens the Project Explorer-Browser where you can select the object that you want to assign to the selected Event Action. |
|||
|
Removes the assigned object from the selected Event Action. |
|||
|
Click the Configure Columns... shortcut (right-click) option from the column header band. The Configure Columns Dialog opens. Specify which columns to display and their order. |
|||
No. |
The number of the Event Action. This number defines the order in which the Actions are carried out. |
|||
(Action Selector) |
Displays a complete list of actions that you can add to the Event. Click the Selector button to display the complete list of actions. |
|||
Inclusion
|
Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations. When this option is unselected, the property and behavior options in the Property Editor become unavailable. |
|||
Actions |
The type of Action that will be performed. The type of Action selected will define which properties are displayed in the Action Properties section. |
|||
Objects |
The name of the object to which the Action has been applied. When an Except type Action is selected, the Expand/Collapse Exception List toggle button is added to the Objects column. Click the Browse... button to select an object to add to the list of objects you want to exclude from the Action, or to replace the currently selected list object.
|
|||
Scope |
The extent to which the Action is applied to objects within the game. The scope can be one of two types:
For Except type Actions, the scope is defined for the Action and each object in the exceptions list. By default, the Action's scope is set to Game object, but if one of the object's scope is set to Global, then the Action's scope setting is automatically set to Global as well. |
|||
Notes |
Any additional information or comments that you want to add to the specific Event Action. |
|||
Location in Hierarchy |
The path or location of the selected object within the project hierarchy. This field is read-only. |
|||
Action Properties |
The properties associated with each Event Action. This section is contextual, which means that different properties will be displayed depending on the type of action you select in the Event Actions list. To view descriptions of the various Event Action properties, simply click on the appropriate action link in the section below (Event Actions List). |
The following table displays a complete list of the different Action types available in Wwise. Click the link to view the parameters associated with each Event Action.
Stop |
|
Pause |
Pause, Pause All, Pause All Except, Resume, Resume All, Resume All Except |
Mute |
|
Bus Volume |
Set Bus Volume, Reset Bus Volume, Reset Bus Volume All, Reset Bus Volume All Except |
Voice Volume |
Set Voice Volume, Reset Voice Volume, Reset Voice Volume All, Reset Voice Volume All Except |
Voice Pitch |
Set Voice Pitch, Reset Voice Pitch, Reset Voice Pitch All, Reset Voice Pitch All Except |
Voice Low-pass Filter |
Set Voice Low-pass Filter, Reset Voice Low-pass Filter, Reset Voice Low-pass Filter All, Reset Voice Low-pass Filter All Except |
Voice High-pass Filter |
Set Voice High-pass Filter, Reset Voice High-pass Filter, Reset Voice High-pass Filter All, Reset Voice High-pass Filter All Except |
State |
|
Bypass Effect |
Enable Bypass, Disable Bypass, Reset Bypass Effect, Reset Bypass Effect All, Reset Bypass Effect All Except |
Seek |
|
Game Parameter |
|
Action Type |
Description |
Action Properties |
|||
---|---|---|---|---|---|
Plays back the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the object to fade in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the object fades in. | |||||
Probability - The probability value determines the likelihood that the play action will be executed. | |||||
Triggers an Event from within another event. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Stops playback of a looped sound, Motion FX object, or continuous container while allowing the current object or objects to finish playing. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Stops playback of the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the object to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the object fades out. | |||||
Stops playback of all Wwise objects. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the objects to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade out. | |||||
Stops playback of all Wwise objects except those that you have specified. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the objects to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade out. | |||||
Pauses playback of the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the associated object to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the object fades out. | |||||
Include delayed Resume actions - Determines whether any delayed Resume actions applied to the associated Wwise object are paused or not. If selected, the delayed Resume actions will be paused. If unselected, the delayed Resume actions will not be paused and the objects will resume playing after the delay period is over. | |||||
Pauses playback of all Wwise objects. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the associated objects to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade out. | |||||
Include delayed Resume actions - Determines whether delayed Resume actions are included in the pause or not. If selected, delayed Resume actions will be paused. If unselected, a delayed Resume actions will not be paused and the object will resume playing after the delay period is over. | |||||
Pauses playback of all Wwise objects except those that you have specified. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the associated objects to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade out. | |||||
Include delayed Resume actions - Determines whether delayed Resume actions are included in the pause or not. If selected, delayed Resume action will be paused. If unselected, a delayed Resume action will not be paused and the object will resume playing after the delay period is over. | |||||
Resumes playback of the associated Wwise object that had previously been paused. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the associated object to fade in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade in. | |||||
Master resume - Clears all pause actions applied to the associated Wwise object. If selected, all pause actions applied to the Wwise object are removed, causing the Wwise object to resume playback. If unselected, only one pause action will be removed, leaving the other pause actions intact. When several pause actions have been applied to an object, a simple resume action will not resume playback of the object. To force playback, you must use the Master resume option. | |||||
Resumes playback of all paused Wwise objects. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the objects to fade in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade in. | |||||
Master resume - Determines whether one or all pause actions applied on the associated Wwise object are canceled. If selected, all pause actions applied to the Wwise object are removed, causing the Wwise object to resume playback. If unselected, only one pause action applied to the associated Wwise object is removed. If several pause actions have been applied to an object, a resume action will not resume playback unless you have the Master resume option selected. If you don't select the Master resume option, the same number of resume actions will be required to cancel out the pause actions that have been applied to the Wwise object. | |||||
Resumes playback of all paused Wwise objects, except those specified. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the objects to fade in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade in. | |||||
Master resume - Determines whether one or all pause actions applied on the associated Wwise object are canceled. If selected, all pause actions applied to the Wwise object are removed, causing the Wwise object to resume playback. If unselected, only one pause action applied to the associated Wwise object is removed. If several pause actions have been applied to an object, a resume action will not resume playback unless you have the Master resume option selected. If you don't select the Master resume option, the same number of resume actions will be required to cancel out the pause actions that have been applied to the Wwise object. | |||||
Silences the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade out time - The amount of time it takes for the object to fade out.
Default value: 0 The fade-out begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the object fades out. | |||||
Returns the associated Wwise object to its original “pre-silenced” volume level. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the object to fade back in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the object fades in. | |||||
Returns all Wwise objects to their original “pre-silenced” volume levels. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the objects to fade back in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade in. | |||||
Returns all Wwise objects, except those that you have specified, to their original “pre-silenced” volume levels. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Fade in time - The amount of time it takes for the objects to fade back in.
Default value: 0 The fade-in begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade in. | |||||
Changes the volume level of the associated Wwise . |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the busses to fade up or down. If the volume specified is higher than the bus's current volume, then the time value represents a fade up. If the volume is lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve that defines how the busses fade up or down. | |||||
Volume - The change in volume level of the Wwise bus. The way in which the volume level is modified depends on whether the value is absolute or relative.
Default value: 0
| |||||
Absolute - Uses the current volume level. This button toggles between Absolute and Relative. | |||||
Relative - Offsets the bus's volume level. | |||||
Returns the volume of the associated Wwise bus to its original level. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the busses to fade back to their original levels. If the original volume level is higher than the bus's current volume, then the time value represents a fade up. If the original volume is lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the busses fade up or down. | |||||
Returns the volume of all Wwise busses to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the busses to fade back to their original levels. If the original volume levels were higher than their current volume, then the time value represents a fade up. If the original volume levels were lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the busses fade up or down. | |||||
Returns the volume of all Wwise busses, except the ones that you specified, to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the busses to fade back to their original levels. If the original volume levels were higher than their current volume, then the time value represents a fade up. If the original volume levels were lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the busses fade up or down. | |||||
Changes the volume level of the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to fade up or down. If the volume specified is higher than the object's current volume, then the time value represents a fade up. If the volume is lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve that defines how the objects fade up or down. | |||||
Voice Volume - The change in volume level of the Wwise object. The way in which the volume level is modified depends on whether the value is absolute or relative.
Default value: 0
| |||||
Absolute - Uses the current volume level. This button toggles between Absolute and Relative. | |||||
Relative - Offsets the object's volume level. | |||||
Returns the volume of the associated Wwise object to its original level. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to fade back to their original levels. If the original volume level is higher than the object's current volume, then the time value represents a fade up. If the original volume is lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade up or down. | |||||
Returns the volume of all Wwise objects to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to fade back to their original levels. If the original volume levels were higher than their current volume, then the time value represents a fade up. If the original volume levels were lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade up or down. | |||||
Returns the volume of all Wwise objects, except the ones that you specified, to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to fade back to their original levels. If the original volume levels were higher than their current volume, then the time value represents a fade up. If the original volume levels were lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade up or down. | |||||
Changes the pitch for the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to pitch up or pitch down. If the current pitch values are higher than the original pitch, then the time value represents a pitch up. If the current pitch values are lower, then the time value represents a pitch up.
Default value: 0 The pitch up or pitch down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects pitch up or down. | |||||
Voice Pitch - The change in pitch. The way in which the pitch is modified depends on whether the value is absolute or relative.
Default value: 0 | |||||
Absolute - Uses the current Voice Pitch value. This button toggles between A and R (Absolute and Relative). | |||||
Relative - Offsets the object's pitch value. | |||||
Returns the pitch of the associated object to its original value. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the object to return to its original pitch value. If the current pitch value is higher than the object's original pitch, then the time value represents a pitch up. If the current pitch value is lower, then the time value represents a pitch down.
Default value: 0 The pitch up or pitch down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects pitch up or down. | |||||
Returns the pitch of all Wwise objects to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to return to their original pitch values. If the current pitch values are higher than their original values, then the time value represents a pitch up. If the current pitch values are lower, then the time value represents a pitch down.
Default value: 0 The pitch up or pitch down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects pitch up or down. | |||||
Returns the pitch of all Wwise objects, except those specified, to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to return to their original pitch values. If the current pitch values are higher than their original values, then the time value represents a pitch up. If the current pitch values are lower, then the time value represents a pitch down.
Default value: 0 The pitch up or pitch down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects pitch up or down. | |||||
Changes the amount of Low-Pass Filter applied to the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the original Low-pass Filter value to the new Low-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Low Pass - The change in the amount of Low-Pass Filter applied to the Wwise object. The way in which the Low-pass Filter is modified depends on whether the value is absolute or relative.
Default value: 0 | |||||
Absolute - Uses the current Low-pass Filter value. This button toggles between Absolute and Relative. | |||||
Relative - Offsets the object's Low-pass Filter value. | |||||
Returns the amount of Low-Pass Filter applied to the associated Wwise object to its original value. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the existing LPF value (for more detail, see Wwise LPF Value Cutoff Frequencies) to its original Low-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Returns the amount of Low-Pass Filter applied to all Wwise objects to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the existing LPF value to its original Low-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Returns the amount of Low-Pass Filter applied to all Wwise objects, except the ones that you specified, to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the existing LPF value to its original Low-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Changes the amount of High-Pass Filter applied to the associated Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the original High-pass Filter value to the new High-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
High Pass - The change in the amount of High-Pass Filter applied to the Wwise object. The way in which the High-pass Filter is modified depends on whether the value is absolute or relative.
Default value: 0 | |||||
Absolute - Uses the current High-pass Filter value. This button toggles between Absolute and Relative. | |||||
Relative - Offsets the object's High-pass Filter value. | |||||
Returns the amount of High-Pass Filter applied to the associated Wwise object to its original value. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the existing HPF value to its original High-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Returns the amount of High-Pass Filter applied to all Wwise objects to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the existing HPF value to its original High-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Returns the amount of High-Pass Filter applied to all Wwise objects, except the ones that you specified, to their original values. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to transition for the existing HPF value to its original High-pass Filter value.
Default value: 0 The transition begins after the specified delay, if any. | |||||
Curve - The curve shape that defines the transition between values. | |||||
Activates a specific State. The State Group and State, selected in the Action Properties group box, are displayed in the Objects column. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Group - A list of State Groups available in the current project. | |||||
State - A list of States available for the selected State Group. | |||||
Re-enables the State or States applicable to the associated Wwise object after having applied a Disable State Action. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Disables the State or States for the associated Wwise object.
|
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Activates a specific Switch. The selected Switch Group and Switch are displayed in the Objects column. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Group - A list of Switch Groups available in the current project. | |||||
State - A list of Switches available for the selected Switch Group. | |||||
Bypasses the Effect applied to the associated Wwise object.
For example: Enable Bypass with option Specific can only be undone with Disable Bypass with option Specific. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
All - Applies the bypass to all the Effects. | |||||
Specific - Applies the bypass to specific effects. You can select which effects will be bypassed. | |||||
Removes the Effect bypass which re-applies the Effect to the associated Wwise object.
For example: Enable Bypass with option Specific can only be undone with Disable Bypass with option Specific. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
All - Removes the bypass from all the Effects. | |||||
Specific - Removes the bypass from specific effects. You can select which effects will no longer be bypassed. | |||||
Returns the bypass effect option of the associated object to its original setting. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
All - Returns the bypass option to its original setting for all the Effects. | |||||
Specific - Returns the bypass option to its original setting for specific effects. You can select to which effects the reset bypass will be applied. | |||||
Returns the bypass effect option of all Wwise objects to their original settings. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
All - Returns the bypass option of all Wwise objects to its original setting for all the Effects. | |||||
Specific - Returns the bypass option of all Wwise objects to its original setting for specific effects. You can select to which effects the reset bypass will be applied. | |||||
Returns the bypass effect option of all Wwise objects, except the ones that you specified, to their original settings. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
All - Returns the bypass option of all Wwise objects, except the ones that you specified, to its original setting for all the Effects. | |||||
Specific - Returns the bypass option of all Wwise objects, except the ones that you specified, to its original setting for specific effects. You can select to which effects the reset bypass will be applied. | |||||
Changes the playback position of the associated Wwise object. It has no effect on objects that are not currently playing. For a complete list of notes and restrictions related to the Seek Event Action, refer to section Seek/SeekAll Notes and Restrictions below. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Type - The type in which the seeking position is expressed. The following values are available: Percent - the seeking position is expressed as a fraction of the sound's total duration. Time - the seeking position is expressed as an absolute value from the beginning of the file, in seconds. Default value: Percent | |||||
Seek percent - The seek position expressed as a percentage of the sound's total duration. This duration takes looping into account. For example, seeking to 50% of a sound that loops twice over itself will bring the cursor to the beginning of the second loop. Sounds that loop infinitely are an exception, because their duration is infinite. In such a case, the effective position is computed as if they were not looping, and is then applied by taking looping into account. Consequently, it is impossible to seek after a looping region (in the "outro portion") of an infinitely looping sound. When seeking within a Music Segment, the position is relative to the Entry Cue, and the object's duration is defined by the duration between the Entry and Exit Cues. It is thus impossible to seek before the Entry Cue (Pre-Entry) or after the Exit Cue (Post-Exit).
Default value: 0 | |||||
Seek time - The seek position expressed as an absolute time value. This duration takes looping into account. For example, seeking to 10 seconds of a 10 second sound that loops twice over itself will bring the cursor to the beginning of the second loop. Likewise, it is impossible to seek after a looping region (in the outro portion) of an infinitely looping sound. When seeking within a Music Segment, the position is relative to the Entry Cue. It is thus impossible to seek before the Entry Cue (Pre-Entry). However, it is possible to seek after the Exit Cue (Post-Exit) using this option.
Default value: 0 | |||||
Seek to nearest marker/cue-the effective seek position will snap to the nearest marker. Markers are embedded into WAV files and preserved when they are imported in Wwise. When seeking within Music Segments though, this option will snap the effective position to the nearest Segment Custom Cue, or Segment Entry Cue, as authored in the Segment Editor. The Exit Cue is always ignored. | |||||
Changes the playback position of all Wwise objects. It has no effect on objects that are not currently playing. For a complete list of notes and restrictions related to the SeekAll Event Action, refer to section Seek/SeekAll Notes and Restrictions below. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Type - The type in which the seeking position is expressed. The following values are available:
| |||||
Seek percent - the seek position expressed as a percentage of the sound's total duration. This duration takes looping into account. For example, seeking to 50% of a sound that loops twice over itself will bring the cursor to the beginning of the second loop. Sounds that loop infinitely are an exception, because their duration is infinite. In such a case, the effective position is computed as if they were not looping, and is then applied by taking looping into account. Consequently, it is impossible to seek after a looping region (in the "outro portion") of an infinitely looping sound. When seeking within a Music Segment, the position is relative to the Entry Cue, and the object's duration is defined by the duration between the Entry and Exit Cues. It is thus impossible to seek before the Entry Cue (Pre-Entry) or after the Exit Cue (Post-Exit).
Default value: 0 | |||||
Seek time - The seek position expressed as an absolute time value. This duration takes looping into account. For example, seeking to 10 seconds of a 10 second sound that loops twice over itself will bring the cursor to the beginning of the second loop. Likewise, it is impossible to seek after a looping region (in the "outro portion") of an infinitely looping sound. When seeking within a Music Segment, the position is relative to the Entry Cue. It is thus impossible to seek before the Entry Cue (Pre-Entry). However, it is possible to seek after the Exit Cue (Post-Exit) using this option.
Default value: 0 | |||||
Seek to nearest marker/cue-the effective seek position will snap to the nearest marker. Markers are embedded into wave files and preserved when they are imported in Wwise. When seeking within Music Segments though, this option will snap the effective position to the nearest Segment Custom Cue, or Segment Entry Cue, as authored in the Segment Editor. The Exit Cue is always ignored. | |||||
Calls a Trigger that, in turn, launches a stinger. The selected Trigger is displayed in the Objects column. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Release Envelope |
Releases the envelope(s) associated to the Wwise object. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
|||
Reset Playlist |
Reset playlist of the specified random/Sequence Container to the initial state. This has no impact on the continuous mode playback nor on currently playing sounds. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
|||
Changes the value of a Game Parameter. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to fade up or down to the destination value. If the value specified is higher than the object's current value, then the time value represents a fade up. If the value is lower, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve that defines how the objects fade up or down. | |||||
Value - The target value for the Game Parameter. The way in which the value is modified depends on whether the value is absolute or relative.
| |||||
Absolute - Uses the specified value. This button toggles between Absolute and Relative. | |||||
Relative - Offsets the Game Parameter value. | |||||
Bypass Game Parameter interpolation - Option to bypass internal Game Parameter filtering. | |||||
Changes the value of a Game Parameter back to its default value |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
||||
Time - The amount of time it takes for the objects to fade back to their default values. If the original value is higher than the object's current volume, then the time value represents a fade down.
Default value: 0 The fade up or fade down begins after the specified delay, if any. | |||||
Curve - The curve shape that defines how the objects fade up or down. | |||||
Bypass Game Parameter interpolation - Option to bypass internal Game Parameter filtering. | |||||
Release Envelope |
Sends an envelope modulator to its release phase, thereby ending its sustain phase. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
|||
Reset Playlist |
Returns to the beginning of a Sequence Container's playlist, rather than the next object in the playlist. |
Delay - The amount of time that goes by before the Action is performed.
Default value: 0 |
In order to create an Event which starts the playback of a Wwise object at a specific location of the (first) sound, add a Play action followed by a Seek action.
No volume fading is performed when seeking, thus seeking while a sound is playing may result in a click.
Music Playlist Containers, Music Switch Containers and Motion objects do not support seeking.
When the sound is a plug-in source, seeking is executed by the plug-in, if it implements it. Currently, only Wwise Silence supports seeking.
Seeking only applies to sounds that are currently playing. You cannot use this action to jump between objects that are part of a continuous sequence.
If the seeking position is greater than the length of the sound, it stops playing.
Seeking will fail if one of the ancestors of the playing sound is a continuous (Random or sequence) Container with one of these special transitions:
Trigger rate
Crossfade (amp)
Crossfade (power)
Sample-accurate (Seeking will actually work with continuous sequences with sample-accurate transitions only if the sound that is currently playing is the first one of the sequence.)
Seek time or percentage takes looping (and looping regions) into account (see notes for parameters "Seek percent" and "Seek time").
After seeking, playback might be delayed by latency due to streaming. In the case of a Music Segment, this delay is equal to the segment's look-ahead time (see Music Tracks' properties). A segment's look-ahead time is the greatest streaming look-ahead value of all its streaming child tracks.
How Do I...?
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise