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By using game objects, the management of audio has been simplified because programmers only have to keep track of game objects and not the individual sounds.
Once the game objects are created, programmers only need to post Events, set up the Game Syncs, including Switches, States, and RTPCs, and in-game environments. The specific details of which sound is played and how it will play are defined by the sound designer in Wwise. By using this approach, you can save a huge amount of time when dealing with the multitude of sounds associated with the various entities within your game.