버전

menu_open

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

Description

Action Properties

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
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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.

  • 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.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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.

  • 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.

  • 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.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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.

  • 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.

  • 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.

Break

Stops playback of a looped sound, Motion FX 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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • 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.

  • 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
    Default Slider Range: 0 to 100
    Input Range:0 to 100
    Units: Percent

  • 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
    Default Slider Range: 0 to 10
    Input Range:0 to 3,600
    Units: Seconds

  • Seek to nearest marker/cue: 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.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • 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.

  • 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
    Default Slider Range: 0 to 100
    Input Range:0 to 100
    Units: Percent

  • 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
    Default Slider Range: 0 to 10
    Input Range:0 to 3,600
    Units: Seconds

  • Seek to nearest marker/cue: 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.

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
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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 (Absolute/Relative): -200 to 200
    Units: dB

    [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.

  • Absolute/Relative: Sets how the Action is applied:

    • Absolute: Uses the specified values directly.
    • Relative: Offsets the Target's values by the specified amount.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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 (Absolute/Relative): -200 to 200
    Units: dB

    [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.

  • Absolute/Relative: Sets how the Action is applied:

    • Absolute: Uses the specified values directly.
    • Relative: Offsets the Target's values by the specified amount.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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
    Units: Cents

  • Absolute/Relative: Sets how the Action is applied:

    • Absolute: Uses the specified values directly.
    • Relative: Offsets the Target's values by the specified amount.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

Set Voice Low-pass Filter

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • Low Pass: 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: Percent

  • Absolute/Relative: Sets how the Action is applied:

    • Absolute: Uses the specified values directly.
    • Relative: Offsets the Target's values by the specified amount.

Reset Voice Low-pass Filter

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

Reset Voice Low-pass Filter 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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

Set Voice High-pass Filter

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • High Pass: 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
    Units: Percent

  • Absolute/Relative: Sets how the Action is applied:

    • Absolute: Uses the specified values directly.
    • Relative: Offsets the Target's values by the specified amount.

Reset Voice High-pass Filter

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

Reset Voice High-pass Filter 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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • 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.

  • Absolute/Relative: Sets how the Action is applied:

    • Absolute: Uses the specified values directly.
    • Relative: Offsets the Target's values by the specified amount.

  • Bypass Game Parameter interpolation: Option to bypass internal Game Parameter filtering.

Reset Game Parameter

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

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Fade Time: The amount of time it takes for the Action to gradually come into effect.

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 60
    Units: Seconds

    The fade begins after the specified Delay, if any.

  • Fade Curve: The curve shape that defines how the Action fades in.

  • Bypass Game Parameter interpolation: Option to bypass internal Game Parameter filtering.

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
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

Set State

Activates a specific State.

The State Group and State, selected in the Action Properties group box, 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
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Bypass All Effects: Applies the bypass to all Effects on the Target.

  • Bypass 0-3: Applies the bypass to the specified Effect instance slot: 0, 1, 2, or 3.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Bypass All Effects: Removes the bypass from all Effects on the Target.

  • Bypass 0-3: Removes the bypass from the specified Effect instance slot: 0, 1, 2, or 3.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Bypass All Effects: Returns the bypass option to its original setting for all the Effects.

  • Bypass 0-3: Returns the bypass option to its original setting for the specified Effect instance slot: 0, 1, 2, or 3.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

  • Bypass All Effects: Returns the bypass option to its original setting for all the Effects.

  • Bypass 0-3: Returns the bypass option to its original setting for the specified Effect instance slot: 0, 1, 2, or 3.

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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.

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

    Default value: 0
    Default Slider Range: 0 to 10
    Input Range: 0 to 600
    Units: Seconds

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 Wwise 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.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요