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Hi Audiokinetic. I'm using Wwise with Unity. I have an area X which is playing an ambience with loops and randoms. The sounds of area X are located inside "Soundbank X". I also have an area Y which is playing an ambience with loops and randoms, located inside "Soundbank Y". When you exit area X to go to Y, the matching banks are unloading/loading.
When I listen to the game audio, everything is fine. But when I profile in Wwise, I can see that when the player is in area Y, even is soundbank X is unloaded, the game engine is still trying to call the random events from area X. Making a bunch of red errors in the profiler. What is the best way to "stop" the engine to seek these events ? Thanks.
in General Discussion by Valentin A. (170 points)

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