I usually prefer this handling unless there is a “release” sound for the stop of a loop or something. It allows game-side management of those events, rather than pulling it all back into the Wwise structures, which are another level removed from the game.
-Don’t have to regenerate soundbanks just to make a stop
-Don’t have to bulk up your Events catalog with a ton of unneeded Stop events
-Allows designers/programmers to do this setup themselves without having to wait on the audio department or build machine
-🌟Bonus🌟 Built in primitive instance-limiting per UObject without cluttering the Wwise comm pipeline
-Harder to track refs on Stops with no UAsset to find refs on
-Potential human error of logic setup
-If you want to add a “release” sound or other actions tandem with the stop, you’re going to need a stop Event anyway ¯\_(ツ)_/¯
I’ve been thinking of making a UE4 PlayingID class for some added validation and features, but I’m not sure how to go about it 🤔…
I’ll post updates to LinkedIn if that happens!
Do you prefer stop Events or stopping the sound in code?