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Adding Stingers

You can create Stingers for music objects in the Stingers tab of the Music Object Property Editor. In Wwise, there are two ways to add Stingers:

  • Using drag and drop from the Project Explorer.

  • Using the buttons in the Property Editor.

You can use either method or a combination of the two.

[Note]Note

If your Stinger contains a segment that has been unloaded from the project, the segment will be highlighted in yellow.

To insert a Stinger using drag and drop from the Project Explorer:

  1. Load a music object into the Property Editor and switch to the Stingers tab.

  2. From the Game Syncs tab of the Project Explorer, drag a Trigger to the Stingers list.

    A Stinger is automatically created using the Trigger you dragged from the Project Explorer. By default, the Trigger is not associated with any Music Segment (Nothing).

  3. To assign a Music Segment to this Trigger, switch to the Audio tab of the Project Explorer, and then drag the Music Segment to the Segment to Play column.

    This Music Segment replaces the “Nothing” option that is added by default, and is now associated with the Trigger.

  4. In the Play At column, define when you want the segment to play by selecting one of the following options:

    • Immediate - Change occurs immediately. If a look-ahead time has been defined for a track, then this time must elapse before the Stinger can play.

    • Next Grid - Stinger plays at the next grid. The grid is an arbitrary frequency by which music objects can be virtually partitioned.

    • Next Bar - Stinger plays at the next bar.

    • Next Beat - Stinger plays at the next beat.

    • Next Cue - Stinger plays at the next cue. The next cue could be an Entry, Exit, or custom cue.

    • Next Custom Cue - Stinger plays at the next custom cue.

    • Entry Cue - Stinger plays at the Entry cue.

    • Exit Cue - Stinger plays at the Exit cue.

  5. Repeat steps 2-4 to continue adding Stingers as needed.

To insert a Stinger using the buttons in the Property Editor:

  1. On the Stingers tab of the Property Editor, click Add.

    The Project Explorer - Browser dialog box opens.

  2. Select the Trigger to assign to the music object, and click OK.

    [Note]Note

    To select another Trigger for the Stinger, in the Trigger column click the Browse button (...) to browse to the Trigger you want to use for this Stinger.

  3. Select the Trigger, and click OK

    The Trigger is added to the Stinger.

  4. In the Segment to Play column, click the browse button (...).

    The Project Explorer-Browser opens.

  5. Navigate to the segment that you want to use, and click OK.

    The segment is added to the Stinger.

    • Immediate - Change occurs immediately. If a look-ahead time has been defined for a track, then this time must elapse before the Stinger can play.

    • Next Grid - Stinger plays at the next grid. The grid is an arbitrary frequency by which music objects can be virtually partitioned.

    • Next Bar - Stinger plays at the next bar.

    • Next Beat - Stinger plays at the next beat.

    • Next Cue - Stinger plays at the next cue. The next cue could be an Entry, Exit, or custom cue.

    • Next Custom Cue - Stinger plays at the next custom cue.

    • Entry Cue - Stinger plays at the Entry cue.

    • Exit Cue - Stinger plays at the Exit cue.

  6. Continue to add Stingers as needed.


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