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Building the Interactive Music Hierarchy

To provide a music score for your game, you will need to manage many musical assets and it is very useful to organize these assets into groups to make this easier. Just as you can group objects together and create parent/child relationships in the Actor-Mixer Hierarchy, you can also benefit from organizing all the music assets in your project in the Interactive Music Hierarchy. This structure not only organizes your music assets but allows you to define properties and behaviors for the groupings that you create.

You can use a combination of the following music object types to group your audio assets and build a structure for your interactive music project:

  • What is a Music Segment? - one or more music tracks that contain music clips. These clips can be aligned and arranged within the segment.

  • Types of containers - a group of Music Segments and/or other music containers defined by their playback behaviors. There are two different types of music containers:

    • Music Switch Containers play back music objects according to the Switch or state that is called.

    • Music Playlist Containers play back in a random or sequence order.

[Note]Note

You can also group music objects using Virtual Folders, but unlike the other music objects, Virtual Folders don't have any properties or behaviors.


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