Wwise Fundamentals

Table of Contents

Create an Event

Now you'll create an Event that links the sound you just imported to an action in the game.

For everything that happens in a game that might need an audio response, a programmer has added lines of code to transmit a message from the game to the Wwise sound engine about what has occurred. This message is referred to as a Game Call. Game Calls say things like “Hey, the ice gem was thrown”, but in reality this message is sent as a string of text or numbers. You must create a corresponding Event in Wwise so that the Wwise sound engine can receive the incoming Game Call. When the message is received, any number of things can happen as defined by you, the sound designer.

  1. In the Project Explorer, right-click the IceGem_Blast Sound SFX object and select New Event > Play.

    An Event is created.

    By default, the Event is named Play_IceGem_Blast based on the name of the Sound SFX object. It is imperative that the name of the Event perfectly matches the name of the corresponding Game Call transmitted by the game engine.

    Typically, the sound designer decides what kinds of things the sound engine needs to be aware of, and creates Events for each of these things in Wwise. The sound designer then informs the programmer of the Event names so that they can program the game engine to transmit Game Calls with the same name. In this case, the game engine for Cube has already been programmed, and the names for the Game Calls have already been defined. Fire_IceGem_Player is the name for the Game Call used each time an ice gem is thrown.

  2. In the secondary editor, right-click the Event and select Rename. Rename the Event Fire_IceGem_Player to match the name of the Game Call.

    [Note]

    Later, Wwise will create code based on your project. In that code, all object name references are handled in lower case, therefore object names are not case-sensitive.

  3. Look at the title bar of the Transport Control and verify that it says Fire_IceGem_Player. If it doesn’t, click the Fire_IceGem_Player Event in the Contents Editor.

  4. In the Transport Control, click the Play button (spacebar).

    You hear the ice blast sound, confirming that the Fire_IceGem_Player Event is linked to the IceGem_Blast sound you imported earlier. Notice that Wwise lets you simulate what will happen in the game by allowing you to play not only Sound SFX objects but also Events.


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