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In other situations, you will want all the objects within the container to be played each time it is called. For example, when certain guns within your game are fired, there are a series of sounds that must be played in sequence. In these situations, you would set the play mode of the container to Continuous.
The following illustration shows how Wwise manages the sequence of sounds played when a particular gun is fired using a Sequence Container in continuous mode.
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In Continuous mode, all objects within the container are played, which means you can also add looping and various transitions between the objects.
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When a Random Container is in Continuous mode, some objects may be repeated several times before the complete list has played once. This is due to the weighting applied to each object within the container. |
To play all objects within the container:
Load a Random or Sequence Container into the Property Editor.
In the Play Mode group box, select the Continuous option.
The Continuous options become available.
For Sequence Containers, select the Always reset playlist option to return the playlist to the beginning each time the container is played. If you clear this option, the container will continue playback from where it was stopped or more precisely at the beginning of the next object in the playlist.
Select the Loop option to loop the entire contents of the container.
The Loop options become available.
Select one of the following options:
Infinite to specify that the container will be repeated indefinitely.
No. of Loops to specify a particular number of times that the container will be played.
If you selected the No. of Loops option, type the number of times you want the container to be played.
Select the Transitions option to apply a transition between the objects in the playlist.
The Transition options become available.
From the Type list, select one of the following options:
Xfade (amp) to add a crossfade between two objects using constant amplitude.
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Xfade (power) to add a crossfade between two objects using constant power.
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Delay to add a silence between two objects.
Sample Accurate to create a seamless transition with no latency between objects. Please note that the Opus (if streamed from disk) and XMA audio formats are not reliable codecs for sample accurate transitions.
Trigger rate to define a specific rate at which the objects within the container will be triggered. This option is useful for simulating rapid gun fire. Alternatively, you can use MIDI to post each bullet sound with greater precision. Refer to Simulating Rapid Gunfire in the SDK documentation for details.
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There are some limitations and restrictions when using Xfade, Sample accurate, and Trigger rate transitions. A couple of notable ones are:
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In the Duration text box, type the length of time you want for the crossfade, delay, or Trigger rate.
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The Duration option is not available for sample accurate transitions. |
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