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After creating the Events for your game, the sound designer can package them into SoundBanks. These SoundBanks are then loaded into your game, where the Events can be triggered by your game's code. For example, when the player is killed, you would play the special “Die” sound and stop the “EnergyShield” sound by triggering the corresponding event.
To integrate these Events into your game, the programmer must specify onto which game object the Event Actions will be performed. This is done by posting each Event. An Event should be posted by your game's code whenever you want the audio to change. You can post events using strings or IDs.
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