Version
We'll approach the creation of a stop event for the Ambient_day_night blend container a little bit differently.
First, we'll create a new work unit called Ambient in the events section of the Project Explorer to begin separating out different components of the project.
At the foundation of Wwise Workgroups is the work unit. Work units are distinct XML files that contain information related to a particular section or element within your project. These work units can help you organize and manage the different elements within a project. Hierarchies of nested work units can now be created and organized in physical folders and subfolders.
A new work unit can be created through the Project Explorer toolbar by clicking on the work unit icon. Alternatively, a work unit can be created from the contextual menu.
After a work unit is created, you can delete, move and rename it in the Project Explorer. You can also make these changes to work units and source files from the File Manager. The File Manager can be accessed through the Project menu.
Now that our Ambient event work unit has been created, we can move our previously created Play_Ambient_day_night event by dragging and dropping it from the Default Work Unit.
We can now add a new event called Stop_Ambient_day_night through the Project Explorer toolbar by clicking on the event icon. Alternatively, an event can be created from the contextual menu or by using shortcut keys.
Double-clicking the newly created Stop_Ambient_day_night event will open it in the Event Editor. The next step is to add a Stop action by using the event action Selector and selecting Stop>Stop from the selection of event actions.
Once an event action has been added to the event, it needs to be assigned an object to which the action will be applied or it will show as Missing in the Objects column. When the event is requested by the game, the specified action needs to be applied to one of the four object types:
Sound objects
Motion FX objects
Actor-Mixers
Containers
These objects can be navigated to using the Project Explorer - Browser (prompted by clicking the Browse button) or dragged and dropped from the Project Explorer over text in the object column on the event action in the Event Editor.
Once an object has been added, its location in the hierarchy is updated and the action properties are available for adjustment.
After events have been created, they can be integrated into the game engine so that they are called at the appropriate times in the game. Because of the abstract nature of events, their components can continue to be fine-tuned within the authoring application throughout development without having to re-integrate them into the game engine.
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