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When we resume the game, we only need to use the resume action on the paused busses of the Master-Mixer hierarchy in order to continue playing everything back from the point at which they were paused. Simultaneously we will use the stop action on menu_music with a 1.5 second fade out, and play the menu_transition sound again:
Event Action |
Object |
Location |
Resume |
Music_System |
(Interactive Music) |
Resume |
World_Sound |
(Master Audio Bus) |
Resume |
Voice_Non_World |
(Master Audio Bus) |
Stop |
Menu_Music |
(Interactive Music) |
Play |
Menu_Transition |
(Actor-Mixer) |
The important take away from this example is that with just two Wwise events you can control all of the sound for the game. Using event actions, the audio experience for transitioning from gameplay to pause and back again can be authored according to the desires of the sound designer.
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