Initial Delay
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Initial Delay
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Initial delay applied before playing. This delay will be added to parents and children Initial delay.
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This delay changes the behavior of a container in Trigger rate mode as the delay of its children will be applied additionally to the Trigger rate duration. |
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The Source Editor’s Play Cursor start position is not respected when there is an Initial Delay. For more information, refer to the
Source Editor documentation
.
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Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to control an RTPC since their value is unknown at the moment the Play Action is posted. |
Default value: 0
Range: 0 to 3600
Units: s
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Scope
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Global: All instances of the container used in the game are treated as one object so that repetition across game objects is avoided. For example, when a group of characters within your game all use the same sentences, you can use the Global option to ensure, using the Random, Shuffle, and Step features, that a different sentence will be spoken each time a character speaks. Game object: Each instance of the container is treated as a separate entity and therefore no sharing occurs across game objects.
Default value: Global
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Play Type
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Random or Sequence
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Random: Defines the container as a Random Container, which means that objects within the container will be played back in a random order. There are two different modes of random playback: Standard and Shuffle. Sequence: Defines the container as a Sequence Container, which means that objects within the container will be played according to a user-specified playlist.
Default value: Random
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Random type
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Standard: Keeps the pool of objects within the container intact. After an object is played, it is not removed from the possible list of objects that can be played and can therefore be repeated. Shuffle: Removes objects from the pool after they have been played. This option avoids repetition of sounds until all objects have been played. The last object played cannot be repeated when the list is reset.
Default value: Standard
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Avoid repeating last x played
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Determines how many other objects must be played before an object can be repeated.
The behavior of this option is affected by whether you are in Standard or Shuffle mode.
In Standard mode, the object played is selected completely randomly, but the last x objects played are excluded from the list.
In Shuffle mode, when the container is looped, the last x objects played will be excluded from the list.
If you have a non-looping Random Container that is set to shuffle and continuous, the “Avoid repeating last x played” option has no effect on the playback of your container.
Default value: 1
Range: 1 to 999
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Sequence At End of Playlist
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Defines the playback behavior of the sequence after it has played the last object in the playlist. There are two options to choose from:
Restart: Plays the list in its original order, from start to finish, after the last object in the playlist is played. Play in reverse order: Plays the list in reverse order, from last to first, after the last object in the playlist is played.
Default value: Restart
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Play Mode
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Step or Continuous
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Default value: Step
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Always reset playlist
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Determines whether playback continues or returns to the beginning of the playlist when a container is replayed after being stopped during playback.
If selected, the container returns to the beginning of the playlist. If unselected, the container will begin playback at the next object in the playlist.
Default value: true
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Loop
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Enables controls that define the number of times the container will be played.
Default value: true
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Infinite
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Specifies that the container will be repeated indefinitely.
Default value: Infinite
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No. of loops
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The number of times the container will be played.
Default value: 2
Range: 1 to 32767
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Transitions
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Enables controls that allow you to create and define a transition between the objects in the container.
Default value: false
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Type
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A list of transitions that can be applied between objects in the container.
Xfade (amp) - Adds a crossfade between two objects using constant amplitude. Xfade (power) - Adds a crossfade between two objects using constant power. Delay - Adds a silence between two objects. Sample accurate - Creates seamless transitions with no latency between objects.
Trigger rate - Determines the rate at which new objects within the container will be played. 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.
There are some limitations and restrictions when using Xfade, Sample accurate, and Trigger rate transitions. A couple of notable ones are:
Blend and Switch Containers do not work with crossfades (Xfade). A Random/Sequence Container’s Xfade will fail when any of its child Blend or Switch Containers play; and Fade outs of stop Actions do not propagate on containers using Xfade or Trigger rate transitions. Whenever a StopEvent is called on the container, with a fade out value that is longer than the current segment that’s playing, the sound will just cut off abruptly when that segment ends. The workaround to this is to use a Set Voice Volume action to create the fade and delay the Stop action.
Default value: Xfade (amp)
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Duration
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The length of the crossfades or delay between clips. If Trigger rate is selected as the transition type, the duration defines the amount of time that will pass before the next sound is triggered.
The Duration slider is unavailable when the Sample Accurate option is selected.
The maximum duration of a crossfade is equal to half the duration of the sound. In cases where the crossfade time is longer than half the duration of the sound, the crossfade duration is automatically adjusted to the maximum allowed. This automatic adjustment is performed by the sound engine at run time. Wwise does not limit or indicate that the crossfade time is too long for some of the sounds in the container.
Default value: 1
Range: 0 to 3600
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