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概述

Wwise uses Events to drive the sound, music, dialogue, and motion in-game. 事件可确定在游戏中的任意时刻上播放何种声音、音乐、振动或对话。 为了尽可能多地适应多种情况,Wwise 中有两种事件:

  • “Action” events(“动作”事件)

  • Dialogue events(对白事件)

“Action” Events contain one or more Actions that are applied to the different sound, music, or motion structures within your project hierarchy. The Actions you select will specify whether the Wwise objects will play, pause, stop, and so on. For example, the following Event could describe a point in a game where a character leaves a windswept field to enter an eerie cave.

[注意] 注意

In most cases, a Play Event is paired with a Stop Action Event or even a Pause or Resume Event. As an alternative to creating separate Events for these types of Actions, you can use the Wwise SDK to execute these Actions on the sound. 有关详细信息,请参阅以编程方式停止、暂停和恢复声音

与之不同的是,对白事件使用一种包含状态组的决策树来动态确定要播放何种对象。For more information about Dialogue Events, refer to 第 15 章 管理动态对话.

After you create “action” Events in Wwise, they can be integrated into the game engine so that they are called at the appropriate times in the game. Since the game engine uses the Event name or ID, you can create the events, integrate them into the game and then build and fine-tune the contents of the Event without ever having to re-integrate it into the game again. As long as the Event name or ID does not change, no additional programming is required. 这为您试用不同对象、添加或删除某些对象以及微调对象之间的过渡提供了极大的灵活性。

To help you easily identify an Event in the interface, it is represented by the following icon.

图标

代表

Event(事件)

使用 Event —— 示例

假定您正在创建一款奇幻角色扮演游戏。您知道在游戏的一关中,角色将从森林进入洞穴。您希望在角色进入洞穴时环境音效发生改变。At the beginning of your project, you can create an Event in Wwise using temporary or placeholder sounds. The Event will contain a series of Actions that will stop the ambient “Woods” sounds and play the ambient “Cave” sounds. After the Event is created, it can be integrated into the game so that it will be triggered at the appropriate moment. Since no additional programming is required after the initial integration, you can experiment with different sounds, add and remove Actions, and change Action properties until it sounds just right.

The following illustration shows the relationship between the Action in-game, the Event, and the sounds that are played.


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