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The term "Secondary Output" refers to any of the audio outputs that are not the main TV or main speakers. For these outputs, a separate audio mix must be done depending on the context. The most common secondary output is the speaker on game controllers. There can be other independent outputs as well (chat, background music, headphones, and so on). For the rest of this section, the discussion will be around the game controller speakers, but the information can apply to all other types of outputs.
To output something on a secondary output, sounds need to be routed to the Master Secondary Bus hierarchy using one of the two following approaches:
By setting the Output Bus property of a sound directly to any bus in the Secondary Bus hierarchy. This works the same way as any other sound routing. This is the preferred method for sounds that are normally tied to only one secondary output instance. For example, player-initiated gun shots, tennis racket whack, PDA sounds, gameplay feedback, and so on.
Routing a sound through any bus in the Master Audio Bus hierarchy and adding a user or game send to an Auxiliary Bus inside the Secondary Bus hierarchy. This is the preferred method if the same sound is going to be heard in multiple outputs and/or the TV at the same time. For example: spy camera, announcements, and so on.
It is important to know that although there is only one Master Secondary Bus in the project, the bus structure will be duplicated in the game, one copy of the structure for each secondary output (game controllers, companion devices, and so on). Therefore, not all the sounds routed into the Master Secondary Bus hierarchy will be mixed together. Effective routing into which copy of the structure will depend on the Listeners and Game Object associations set up by the programmer. This is illustrated in the following examples.
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