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In addition to setting user-defined auxiliary busses, up to four game-defined auxiliary busses can be set by the game engine or managed programmatically outside of the authoring application for each game object. Auxiliary busses defined by the game can be used for reverbs, game-state dependant effects, interactive mixing, or any other game-defined usage. Additionally, the sound designer has control from the user interface to enable and offset the game-defined auxiliary send volumes on a per sound basis from the General Settings tab in the Property Editor.
Game objects can be routed to a combination of game-defined and user-defined auxiliary busses for a total of eight independent auxiliary targets (four game-defined and four user-defined).
Designer Note | |
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The final send volume is the combination of the game-defined auxiliary send volume from the UI and the SetGameObjectAuxSendValues() SDK function set by a programmer. |
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