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Wwise SDK 2023.1.2
Understanding Events

Events are created in Wwise Authoring by the sound designer and specify actions to perform on Wwise objects. For example, an Event might contain a Play action on a Bird1 sound, and a Stop action on a Bird2 sound. A second Event could contain a Set Volume action on a CarEngine sound with a relative volume offset of -2, and a Set State action that changes a Ground_Material Switch Group to Tiles.

Events are packaged into SoundBanks that are loaded in your game. Your game's code can then trigger the Events. For example, when the player enters the kitchen, the code could trigger the Event that sets the Ground_Material Switch Group to Tiles.

After Events are integrated into the game, the sound designer can continue to change or adjust the actions they contain, or the objects to which they refer. Because your game still triggers the same Event, the changes made take effect in the game without any additional programming, and without recompiling the code.

See Managing Events for more information about Events from the point of view of the sound designer.

See 集成详情——事件 for an overview Event integration.


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