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Per Wwise / FMOD authoring tools, the EVENT model decouples gameplay code from audio designers because gameplay calls which?
AA named event; designers map it to sounds in a tool
BA specific WAV file path in code directly
CThe OS audio driver with raw PCM bytes
DA C++ class method per sound asset
Answer & Solution
Correct answer: A. A named event; designers map it to sounds in a tool
Wwise + FMOD Studio: events are named handles (e.g. 'play_footstep_grass'). Designer maps events → containers → assets without code changes.
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