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The last piece of music you need to integrate is the Story music. Think of games where at some point during the action you need to solve a puzzle, listen to words of wisdom from a town’s person, or learn important clues from a mysterious figure that emerges from the dark. These are considered to be storyline events in a game that break up the action and provide contrast in the game play. That contrast is often supported by the musical score as well.
In Cube, there is a simple example of a storyline scenario. At one point the Wwise Wwizard opens a door, then moves through a hallway before entering a large room with no monsters. To move beyond this area, the player needs to open another door, however there is no button on the floor that would normally be used to open it. The clue to resolve the problem is given when the player first opens the door to get access to room he’s stuck in. It’s simple text letting the player know he needs to find a ledge. On the ledge there’s an invisible button that opens the door.
You already have a Music Playlist Container configured for the storyline music, but that music has a very different tempo and overall feel than the explore or combat music that will likely be playing just before this scenario occurs. Switching instantly to the story music would feel awkward. On a compositional level, a transitional piece of score would usually be written to ease the listener between the contrasting pieces of music. The good news is that this kind of transitional music has been written and recorded just for this occurrence, but you’ll need to go a bit deeper into the Wwise transition system to properly implement it.