Events are triggered by calling the AK::SoundEngine::PostEvent() function. The following code shows examples of posting events using the event's name (name given to the event by the Wwise user) or the event's ID as defined in "Wwise_IDs.h" (header file generated by Wwise).
#include "Wwise_IDs.h" // IDs generated by Wwise (...) // Post this event using its name AK::SoundEngine::PostEvent( L"Play_Engine", GAME_OBJECT_ID_CAR ); // Post this event using its ID AK::SoundEngine::PostEvent( AK::EVENTS::PLAY_FOOTSTEP, GAME_OBJECT_ID_HUMAN );
In the sample program, you can trigger events by:
Play_FootStep
event every 0.5 secondPlay_Markers_Test
event. The MarkersCallback
callback function (see Game Integration Sample Code) implements a feature similar to subtitles.Refer to Integration Details - Events for more information regarding events.
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Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information. |
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