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Version
2016.2.6.6153
2024.1.3.8749
2023.1.11.8682
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.3.8749
2023.1.11.8682
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Let's take a scenario where we specifically want to:
Pause all music, ambient, sound, and voice.
Play a transitional sound effect.
Loop a piece of menu specific music.
info | Designer Note |
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In the case of multi-player or persistent worlds that carry on while one user is paused, there is also the ability to mute the audio. |
Ideally, from a simplified perspective and likely that of the programmer, only two events need to be communicated: Pause Audio and Resume Audio. The sound behavior that happens when each of these is posted by the programmer can be specifically determined by the sound designer. To make things easy in the example, we are going to pause based on busses contained in the Master-Mixer Hierarchy.
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