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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.


[Note]Note

The Action Properties listed in the table below are comprehensive. However, in the Event properties pane, the Hide or Show Properties shortcut menu option prompts the Object Property Settings dialog where you can select which of these properties to hide or display.


Action Type and Properties

Description

Play

Plays back the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Play Actions, the Scope is always Game Object.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Probability

The probability value determines the likelihood that the Play Action will be executed.

Default value: 100

Range: 0 to 100

Units: %

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

Stop

Stops playback of the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Stop All

Stops playback of all Wwise objects, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Resume State Transitions

Specifies if the Stop All also includes resuming any paused Transitions between States.

[Note]Note

This option is only available when the Action Scope is set to Global.

Default value: true

Apply to Dynamic Sequences

Specifies if the “All” of the Action also includes dynamic sequences, which are programmed in the SDK to work with Dialogue Events .

Default value: true

Pause

Pauses playback of the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

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.

Default value: true

Pause All

Pauses playback of all Wwise objects, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Apply to State Transitions

Specifies if the “All” of the Action also includes any Transitions between States for the Target.

[Note]Note

This option is only available when the Action Scope is set to Global.

Default value: true

Apply to Dynamic Sequences

Specifies if the “All” of the Action also includes dynamic sequences, which are programmed in the SDK to work with Dialogue Events .

Default value: true

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.

Default value: true

Resume

Resumes playback of the associated Wwise object that had previously been paused.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

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.

Default value: false

Resume All

Resumes playback of all paused Wwise objects, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

Apply to State Transitions

Specifies if the “All” of the Action also includes any Transitions between States for the Target.

[Note]Note

This option is only available when the Action Scope is set to Global.

Default value: true

Apply to Dynamic Sequences

Specifies if the “All” of the Action also includes dynamic sequences, which are programmed in the SDK to work with Dialogue Events .

Default value: true

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.

Default value: false

Break

Stops playback of a looped sound, motion object, or continuous container while allowing the current object or objects to finish playing.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Seek

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.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Seek Type

The value type in which the seeking position is expressed. The following values are available:

  • Percent (the default value): 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

Range: 0 to 100

Units: %

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

Range: 0 to 3600

Units: s

Seek To Nearest Marker

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.

Default value: false

SeekAll

Changes the playback position of all Wwise objects, although exceptions can be added.

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.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Seek Type

The value type in which the seeking position is expressed. The following values are available:

  • Percent (the default value): 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

Range: 0 to 100

Units: %

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

Range: 0 to 3600

Units: s

Seek To Nearest Marker

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.

Default value: false

Post Event

Triggers an Event from within another event.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Post Actions, the Scope is always Game Object.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Set Bus Volume

Changes the volume level of the associated Wwise bus.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

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.

[Note]Note

The default slider range is from -96 to +96. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Default value: 0

Range: -200 to 200

Units: dB

Absolute/Relative

Sets how the Action is applied:

  • Absolute: Uses the specified values directly.

  • Relative: Offsets the Target’s values by the specified amount.

Default value: Absolute

Reset Bus Volume

Returns the volume of the associated Wwise bus to its original level.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Reset Bus Volume All

Returns the volume of all Wwise busses to their original values, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Set Voice Volume

Changes the volume level of the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

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.

[Note]Note

The default slider range is from -96 to +96. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Default value: 0

Range: -200 to 200

Units: dB

Absolute/Relative

Sets how the Action is applied:

  • Absolute: Uses the specified values directly.

  • Relative: Offsets the Target’s values by the specified amount.

Default value: Absolute

Reset Voice Volume

Returns the volume of the associated Wwise object to its original level.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Reset Voice Volume All

Returns the volume of all Wwise objects to their original values, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Set Voice Pitch

Changes the pitch for the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

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

Range: -4800 to 4800

Absolute/Relative

Sets how the Action is applied:

  • Absolute: Uses the specified values directly.

  • Relative: Offsets the Target’s values by the specified amount.

Default value: Absolute

Reset Voice Pitch

Returns the pitch of the associated object to its original value.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Reset Voice Pitch All

Returns the pitch of all Wwise objects to their original values, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Set LPF

Changes the amount of Low-Pass Filter applied to the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

Low-Pass Filter

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

Range: -100 to 100

Units: %

Absolute/Relative

Sets how the Action is applied:

  • Absolute: Uses the specified values directly.

  • Relative: Offsets the Target’s values by the specified amount.

Default value: Absolute

Reset LPF

Returns the amount of Low-Pass Filter applied to the associated Wwise object to its original value.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Reset LPF All

Returns the amount of Low-Pass Filter applied to all Wwise objects to their original values, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Set HPF

Changes the amount of High-Pass Filter applied to the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

High-Pass Filter

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

Range: -100 to 100

Absolute/Relative

Sets how the Action is applied:

  • Absolute: Uses the specified values directly.

  • Relative: Offsets the Target’s values by the specified amount.

Default value: Absolute

Reset HPF

Returns the amount of High-Pass Filter applied to the associated Wwise object to its original value.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Reset HPF All

Returns the amount of High-Pass Filter applied to all Wwise objects to their original values, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Mute

Silences the associated Wwise object.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

UnMute

Returns the associated Wwise object to its original “pre-silenced” volume level.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

UnMute All

Returns all Wwise objects to their original “pre-silenced” volume levels, although exceptions can be added.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

Set Game Parameter

Changes the value of a Game Parameter.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-in Curve

The curve shape that defines how the Action fades in.

Default value: Linear

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.

[Note]Note

The default slider range is limited. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Default value: 0

Absolute/Relative

Sets how the Action is applied:

  • Absolute: Uses the specified values directly.

  • Relative: Offsets the Target’s values by the specified amount.

Default value: Absolute

Bypass Game Parameter Interpolation

Option to bypass internal Game Parameter filtering.

Default value: false

Reset Game Parameter

Changes the value of a Game Parameter back to its default value .

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Fade Time

The amount of time it takes for the Action to gradually come into effect.

The fade begins after the specified Delay, if any.

Default value: 0

Range: 0 to 60

Units: s

Fade-out Curve

The curve shape that defines how the Action fades out.

Default value: Linear

Bypass Game Parameter Interpolation

Option to bypass internal Game Parameter filtering.

Default value: false

Enable State

Re-enables the State or States applicable to the associated Wwise object after having applied a Disable State Action.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Enable State Actions, the Scope is always Global.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Disable State

Disables the State or States for the associated Wwise object.

[Tip]Tip

This feature has largely been superseded by the None option for States. In many cases, it is easier to change the State target - which is applied globally - to None; but, in some cases it may still be useful to call the Disable State Event Action, which is applied to specific Wwise objects.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Disable State Actions, the Scope is always Global.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Set State

Activates a specific State.

The State Group and State, selected in the Action Properties group, are displayed in the Objects column.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Set State Actions, the Scope is always Global.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Set Switch

Activates a specific Switch.

The selected Switch Group and Switch are displayed in the Objects column.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Set Switch Actions, the Scope is always Game Object.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Trigger

Calls a Trigger that, in turn, launches a Stinger.

The selected Trigger is displayed in the Objects column.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Enable Bypass

Bypasses the Effect applied to the associated Wwise object.

[Note]Note

Enable Bypass and Disable Bypass Actions only affect each other when using the same option (All or Specific). If an Enable/Disable Bypass action is performed on an Effect, then the Action can only be undone using the same option.

For example: Enable Bypass with option Specific can only be undone with Disable Bypass with option Specific.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Bypass All

Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of the Effects on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects for an object and then bypass all Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Bypass

Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of an Effect on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects on an object and then bypass certain Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Disable Bypass

Removes the Effect bypass which re-applies the Effect to the associated Wwise object.

[Note]Note

Enable Bypass and Disable Bypass Actions only affect each other when using the same option (All or Specific). If an Enable/Disable Bypass action is performed on an Effect, then the Action can only be undone using the same option.

For example: Enable Bypass with option Specific can only be undone with Disable Bypass with option Specific.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Bypass All

Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of the Effects on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects for an object and then bypass all Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Bypass

Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of an Effect on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects on an object and then bypass certain Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Reset Bypass Effect

Returns the bypass effect option of the associated object to its original setting.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Bypass All

Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of the Effects on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects for an object and then bypass all Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Bypass

Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of an Effect on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects on an object and then bypass certain Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Reset Bypass Effect All

Returns the bypass effect option of all Wwise objects to their original settings, although exceptions can be added.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Bypass All

Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of the Effects on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects for an object and then bypass all Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Bypass

Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of an Effect on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects on an object and then bypass certain Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Release Envelope

Sends an envelope modulator to its release phase, thereby ending its sustain phase.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Reset Playlist

Returns to the beginning of a Sequence Container's playlist, rather than the next object in the playlist.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies, from these two 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.

Default value: Game Object

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Set Effect

Overrides an Effect assigned to a single Effect Slot on a Wwise object.

[Note]Note

An Effect overridden by the Set Effect Action can be further overridden by the SDK. If an Effect is assigned to a Wwise object during profiling, it takes precedence over the overridden Effect.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Set Effect Actions, the Scope is always Global.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Effect Slot

Position in the Effect chain of an object.

[Note]Note

The value is zero-based, meaning the first Effect Slot is at position 0.

Default value: 0

Range: 0 to 254

Target Effect

Effect to be assigned to the given Effect Slot of the Target ‘s Effect chain.

Reset Set Effect

Resets the given Effect Slot of an object that was overridden by a Set Effect Action.

Target

The object to which the Action is set.

Scope

Specifies on which game objects the Action applies.

For Set Effect Actions, the Scope is always Global.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Effect Slot

Position in the Effect chain of an object.

[Note]Note

The value is zero-based, meaning the first Effect Slot is at position 0.

Default value: 0

Range: 0 to 254

Reset Set Effect All

Resets the given Effect Slot of all objects that were overridden by a Set Effect Action.

Scope

Specifies on which game objects the Action applies.

For Set Effect Actions, the Scope is always Global.

Delay

The amount of time that goes by before the Action is performed.

Default value: 0

Range: 0 to 600

Units: s

Effect Slot

Position in the Effect chain of an object.

[Note]Note

The value is zero-based, meaning the first Effect Slot is at position 0.

Default value: 0

Range: 0 to 254

Seek/SeekAll Notes and Restrictions
  • 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 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 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.


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