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Wwise SDK 2022.1.18
Quick Start Sample Integration - Events

Event Integration Example

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:

  • Choosing an event in the Car > Events dropdown list and clicking on the Post button
  • Clicking on the Talk button, which will trigger the Play_Hello event
  • Clicking on the Start Walking button, which will trigger a Play_FootStep event every 0.5 second
  • Clicking on the Play button, which will trigger a Play_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.

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.
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)

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