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Now that entry and exit points have been established and a final duration for the ambient music has been set, it's time to set up volume based dynamics driven by potential danger. While the implementation of danger on the game side might include a value attached to each deadly forest creature which would then be passed to the audio engine, this feature can be auditioned directly within the authoring application.
The process begins with the creation of a game parameter called Danger in the game syncs tab of the Project Explorer.
The Danger parameter will be used in conjunction with a volume RTPC for several tracks in the ambient system. Additional track properties are also configurable using RTPC such as: States, Effects, and Positioning as well as setting different busses, priorities, and limiting.
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