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Let's take a scenario where we specifically want to:
Pause all music, ambient, sound, and voice.
Play a transitional sound effect.
Loop a piece of menu specific music.
Designer Note | |
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In the case of multi-player or persistent worlds that carry on while one user is paused, there is also the ability to mute the audio. |
Ideally, from a simplified perspective and likely that of the programmer, only two events need to be communicated: Pause Audio and Resume Audio. The sound behavior that happens when each of these is posted by the programmer can be specifically determined by the sound designer. To make things easy in the example, we are going to pause based on busses contained in the Master-Mixer Hierarchy.
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