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The Complex Negotiation of Pause

While the playback of discrete sounds may end up being quite simple, there is often a complex series of interactions that need to take place during the transition from gameplay to the menu. It is expected that at any point during gameplay that the pause button can be pressed, allowing for the swift transition from in-game to in-menu actions.

For this to appear seamless from the sound perspective, several things should happen:

  • Music playing in-game should be muted, paused, or allowed to play through the menu.

  • In-game sound effects should be paused, stopped, or muted.

  • In-game ambient sound should be muted, paused, or allowed to play through the menu.

  • Non-critical dialogue should be paused or stopped.

  • Critical dialogue should be either paused or restarted.

  • Menu music or ambient sound could be played.

At first glance, this list of actions may seem outside the scope of what would normally be available to the sound designer; however, the event system allows for these decisions to be controlled and manipulated from within the authoring application. Wwise events can apply actions to the different structures within your project hierarchy. Each event can contain one action or a series of actions. The actions you select will specify whether the Wwise objects will play, pause, stop, and so on.

A complete list of event actions can be found in the help documentation:

Wwise Help > Wwise Reference > Events > Event Editor

Wwise Fundamentals > Understanding Events > Action Events

Wwise Help > Interacting with the Game > Managing Events > Overview > Types of Event Actions


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