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It is possible to dynamically change the Mastering Suite while your game is running. You can add, remove, or substitute Mastering Suite ShareSets. However, the following conditions must be met:
The plug-in must be registered: The Mastering Suite plug-in is registered in your game code. Refer to Integration Details - Plug-Ins for details.
The ShareSet must be loaded: The Mastering Suite ShareSet must be in a loaded SoundBank. A Mastering Suite ShareSet is contained in a SoundBank if it is either referenced by another item in the SoundBank or the ShareSet was explicitly added to the SoundBank.
To change the Mastering Suite ShareSet at runtime, the preferred method is to use the Set Effect Event Action. See Event Actions List for more details. The target Effect ShareSet will automatically be packaged in the same SoundBank as the Event.
The ShareSet can also be changed programmatically by calling the SDK function SetOutputDeviceEffect
. You must manually add to a SoundBank each Mastering Suite ShareSet you want to assign and make sure it is loaded prior to issuing the call.
To avoid audio glitches, it's strongly recommended that no sounds are playing on the Output Device on which the Mastering Suite is added/removed.
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