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Wwise uses Events to drive the audio in your game. These Events apply actions to the different sound objects or object groups in your project hierarchy. The actions you select specify whether the Wwise objects will play, stop, pause, and so on. For example, let's say you are creating a first-person shooter game and you want to create an Event for when the player dies. This Event will play a special “Die” sound and will stop the “EnergyShield” sound that is currently playing.
The following illustration demonstrates how this Event would look in Wwise:
The sound designer can pick from a long list of action types to drive the audio in game, including Mute, Set Volume, Enable Effect Bypass, and so on. For example, let's say you created a second Event for when the player leaves the game to enter the menu. This Event will play the “Enter_Menu” sound, decrease the volume of the music bus by -10dB, and pause everything else.
The following illustration demonstrates how this Event would look in Wwise.
To accommodate as many situations as possible, there are two different types of Events:
“Action” Events—these Events use one or more actions, such as play, stop, pause and so on, to drive the sound, music, and motion in game.
Dialogue Events—these Events use a type of decision tree with arguments to dynamically determine what object is played.
After Events are created in Wwise, they can be integrated into the game engine so that they are called at the appropriate times in the game. Events can be created and integrated into the game engine early in the development process. You can continue to fine-tune the Event without having to re-integrate it into the game engine.