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Defining the Scope of a Container

Since you may use the same container for several different game objects, you need to decide whether all instances of the container used in the game will be treated as one object or each instance is treated independently. In Wwise, this concept is called the scope of your container. You can set the scope to either of the following options:

  • Global - Treats all instances of the container used in the game as one object so that repetition of sounds, voices, or Motion FX objects across game objects is avoided.

  • Game object - Treats each instance of the container as a separate entity. This means that no sharing of sounds or Motion FX objects occurs across game objects.

[Note] Note

The Scope option is not available for Sequence Containers in Continuous play mode because the entire playlist is played each time an Event triggers the container.

Defining the Scope of a Container - Example

Let's say you are creating a first person role-playing game. You have 10 guards that all share the same 30 pieces of dialogue. In this case, you can group your 30 Sound Voice objects into a Random Container that is set to Shuffle and Step. You would use this same container for all 10 guards and set the scope of the container to Global to avoid any chance that the different guards may repeat the same piece of dialogue. You can apply this concept to any container that is shared across objects in your game.

To set the scope of the container:

  1. Load a Random or Sequence Container into the Property Editor.

  2. In the Scope group box, select one of the following options:

    • Global to treat all instances of the container used in the game as one object. Thereby, repetition of sounds, voices, or Motion FX objects across game objects is avoided.

    • Game object to treat each instance of the container as a separate entity. This means that no sharing of sounds or Motion FX objects occurs across game objects.


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