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Version
2024.1.4.8780
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise SDK 2024.1.4
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Events are created in Wwise Authoring by the sound designer and specify actions to perform on Wwise objects. For example, an Event might contain a Play action on a Bird1 sound, and a Stop action on a Bird2 sound. A second Event could contain a Set Volume action on a CarEngine sound with a relative volume offset of -2, and a Set State action that changes a Ground_Material Switch Group to Tiles.
Events are packaged into SoundBanks that are loaded in your game. Your game's code can then trigger the Events. For example, when the player enters the kitchen, the code could trigger the Event that sets the Ground_Material Switch Group to Tiles.
After Events are integrated into the game, the sound designer can continue to change or adjust the actions they contain, or the objects to which they refer. Because your game still triggers the same Event, the changes made take effect in the game without any additional programming, and without recompiling the code.
See Managing Events for more information about Events from the point of view of the sound designer.
See Integration Details - Events for an overview Event integration.
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