Hi there!
There are many many ways to do this in Wwise, but I think the way I would do it in your situation would be to have a box collider set to "Is Trigger" that encompasses the volume of the interior, then in Wwise create a state group that contains two states: "Indoors" and "Outdoors". On the bus or containers that you are affecting when you walk into the room, you can go into the "States" tab in the editor view and add your new state group to that object, and you can affect all kinds of properties.
Now on the trigger object in Unity you can add this script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AKTriggerState : MonoBehaviour {
public AK.Wwise.State indoorState = null; // If you are using events instead of states you can change these to be 'AK.Wwise.Event'
public AK.Wwise.State outoorState = null;
public bool changeStateOnExit = true;
public string playerTag = "Player"; // You can change this to be whatever tag you want in the inspector
void OnTriggerEnter(Collider c)
{
if(c.tag == playerTag)
{
AkSoundEngine.SetState((uint)indoorState.groupID, (uint)indoorState.ID); // If you are using events, this would change to: AkSoundEngine.PostEvent((uint)indoorState.ID, gameObject);
}
}
void OnTriggerExit(Collider c)
{
if(c.tag == playerTag)
{
AkSoundEngine.SetState((uint)outoorState.groupID, (uint)outoorState.ID);
}
}
}
OR you could always make two events in Wwise: one that plays the wind and sets the effects on the wind's bus or container, and one that stops the sound or bypasses the effects, then trigger those on enter and exit. If the wind is persistent whether you're indoors or outdoors I would do it with states the way I described above, if it was only playing while you are indoors, I would do it with events. Or you could even use events to trigger the states! Many ways to do cool things in Wwise.