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버전
2016.2.6.6153
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
Now that the dynamic ambient system has been created, it's time to prepare the loop to be played and stopped by the game engine. Wwise uses events as sound, music, and dialogue instructions to the game. Events determine which sound, music, motion, or dialogue is played at any particular point in the game and can be used to control other aspects through the use of different actions (Play/Pause/Stop a Sound, change its Volume, Pitch or Low Pass Filter, and so on).
Events can also apply actions to the different structures within your project hierarchy. Each event can contain one action or a series of actions. The actions you select specify whether the Wwise objects will play, pause, stop, and so on.
To prepare our ambient system to be played and stopped by the game engine when the hero enters and exits the forest, two events need to be created:
Play_Ambient_Forest
Stop_Ambient_Forest
We'll begin the process of creating a new play event by navigating to the Ambient_day_night blend container and selecting New Event > Play in the contextual menu.
Creating a new event using the contextual menu
This creates a new play event named after the container in the events section of the Project Explorer as part of the default work unit.
A newly created event in the events tab of the Project Explorer
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