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Blend containers allow multiple sounds or motion FX objects to be played at once. Enabling crossfading in a blend track changes how these objects are heard or felt. To help you manage crossfading, each object in a blend track is displayed as a block. These blocks are charted on a graph with an X axis representing a changing game parameter. The position of these blocks on the X axis indicates the game parameter values at which the sounds will be heard or the motion FX objects will be felt.
When you overlap blocks to create crossfades, you smooth the transition between objects and increase realism in your game. Crossfading can also be combined with RTPC curves in the blend tracks of blend containers to alter the properties of objects.
For example, let's say your game is a roller-coaster simulator. Your player can build coasters with speeds that vary from 0 to 200 km/h. On a basic level, you can use a blend container to assign an RTPC to the sounds of the roller coaster riders, increasing their volume as the coaster speed increases. But let's say you've collected many different sounds to represent the riders, ranging from bored grumbling to excited cheering to terrified screams. If you use a blend container to hold these sounds, these different sounds can be heard selectively depending on what speed the coaster is going. When the coaster speed increases to 40 km/h, for example, your excited cheering sounds could begin to be heard. Your player will hear the different rider sounds, as well as an increase in volume for each sound.
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