This part includes conceptual and procedural information on how to use events, dynamic sequences, and Wwise game syncs to drive the sounds in your game.
Chapter 17, Managing Events—creating Events, adding Actions and assigning their Targets, setting properties and defining the scope of an Event Action.
Chapter 18, Managing Dynamic Dialogue—understanding the Dynamic Dialogue system, working with Dialogue Events and States,creating paths and fallback paths, working with probability and weighting.
Chapter 19, Working with States—creating State Groups, defining Transitions between States, and assigning States to objects and busses.
Chapter 20, Working with Switches—creating Switches and Switch Groups, mapping Game Parameter values to Switches, and assigning objects to more than one Switch Group.
Chapter 21, Working with RTPCs—managing Game Parameters used in RTPCs, controlling property values using Game Parameters, working with the RTPC graph view, building smart pitch curves, working with LFOs, envelopes, and time, and setting up side-chaining.
Chapter 22, Working with Triggers—creating Triggers and understanding the Trigger mechanism.
Chapter 23, Working with States and State Groups for Dynamic Dialogue—creating States and State Groups for use with Dynamic Dialogue, including a practical example.