Before installing the FMOD Designer tool, let us start by really understanding the difference between treating each audio file as a sound, and working at a higher level of abstraction with sound events (or sound cues in some engines). The following figure demonstrates how we have been approaching audio in our games so far:

In this model, we can see that the game interacts directly with the audio files, and that the code is responsible for using these audio files in a way that is appropriate for the game, which usually requires the creation of specialized codes. When we move over to using a high-level audio engine such as the FMOD Designer, the process is significantly different, as we can see in the following figure:

The first difference in this model is that the game does not interact directly with audio files. Instead, it interacts with entities known as sound events, which may contain multiple audio files, and encapsulate all of the custom behavior and parameters...