To drive the sound, music, and motion in your game, Wwise uses “action” Events. These Events apply actions to the different structures within your project hierarchy. Each of these Events 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.
Example 4.1. Using Action Events - Example
Let's say the character in your game must enter a cave to retrieve some hidden documents. When the character enters the cave from the woods, the ambient sounds in the game should change. To trigger this change, you must create an Event that will contain a series of actions that will stop the ambient “Woods” sounds and play the ambient “Cave” sounds. This Event will be integrated into the game engine and at the moment the character enters the cave, the game engine calls the specific Event that you created in Wwise.
The following illustration demonstrates how the game engine triggers an Event to change the ambient sounds playing in a game:
To deal with the transitions that occur between sound, music, or motion objects, each Event action also has a set of parameters that you can use to delay, or fade in and fade out incoming and outgoing objects.