Version
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 | |
Seek | |
Bus Volume | |
Voice Volume |
Set Voice Volume, Reset Voice Volume, Reset Voice Volume All |
Voice Pitch | |
Voice Low-pass Filter |
Set Voice Low-pass Filter, Reset Voice Low-pass Filter, Reset Voice Low-pass Filter All |
Voice High-pass Filter |
Set Voice High-pass Filter, Reset Voice High-pass Filter, Reset Voice High-pass Filter All |
Mute | |
Game Parameter | |
States | |
Bypass Effect |
Enable Bypass, Disable Bypass, Reset Bypass Effect, Reset Bypass Effect All |
Set Effect |
Note | |
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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 | |||
---|---|---|---|---|
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 | |||
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:
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 | |||
Stops playback of all Wwise objects, although exceptions can be added. | ||||
Scope |
Specifies on which game objects the Action applies, from these two options:
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.
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 | |||
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:
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 | |||
Pauses playback of all Wwise objects, although exceptions can be added. | ||||
Scope |
Specifies on which game objects the Action applies, from these two options:
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.
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 | |||
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:
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 | |||
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:
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.
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 | |||
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:
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 | |||
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:
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:
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 | |||
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:
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:
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 | |||
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 | |||
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:
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.
Default value: 0 Range: -200 to 200 Units: dB | |||
Absolute/Relative |
Sets how the Action is applied:
Default value: Absolute | |||
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:
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 | |||
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:
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 | |||
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:
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.
Default value: 0 Range: -200 to 200 Units: dB | |||
Absolute/Relative |
Sets how the Action is applied:
Default value: Absolute | |||
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:
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 | |||
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:
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 | |||
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:
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:
Default value: Absolute | |||
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:
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 | |||
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:
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 | |||
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:
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:
Default value: Absolute | |||
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:
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 | |||
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:
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 | |||
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:
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:
Default value: Absolute | |||
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:
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 | |||
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:
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 | |||
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:
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 | |||
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:
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 | |||
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:
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 | |||
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:
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.
Default value: 0 | |||
Absolute/Relative |
Sets how the Action is applied:
Default value: Absolute | |||
Bypass Game Parameter Interpolation |
Option to bypass internal Game Parameter filtering. Default value: false | |||
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:
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 | |||
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 | |||
Disables the State or States for the associated Wwise object.
| ||||
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 | |||
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 | |||
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 | |||
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:
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 | |||
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. | ||||
Target |
The object to which the Action is set. | |||
Scope |
Specifies on which game objects the Action applies, from these two options:
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:
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:
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 | |||
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. | ||||
Target |
The object to which the Action is set. | |||
Scope |
Specifies on which game objects the Action applies, from these two options:
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:
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:
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 | |||
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:
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:
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:
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 | |||
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:
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:
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:
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:
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:
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 | |||
Overrides an Effect assigned to a single Effect Slot on a Wwise object.
| ||||
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.
Default value: 0 Range: 0 to 254 | |||
Target Effect |
Effect to be assigned to the given Effect Slot of the Target ‘s Effect chain. | |||
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.
Default value: 0 Range: 0 to 254 | |||
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.
Default value: 0 Range: 0 to 254 |
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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