バージョン
After creating the Events for your game, the sound designer can package them into SoundBanks. These SoundBanks are then loaded into your game, where the Events can be triggered by your game's code. 例えば、プレイヤーが殺された時に対応するイベントをトリガーすることによって、 Die サウンドが再生され、EnergySheild サウンドが停止されます。
To integrate these Events into your game, the programmer must specify onto which game object the Event Actions will be performed. This is done by posting each Event. An Event should be posted by your game's code whenever you want the audio to change. You can post events using strings or IDs.