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버전
2019.2.15.7667
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Like all Game Syncs, a Trigger is a Wwise element that is called by the game and then defines a specific response in Wwise to accommodate what is happening in the game. More specifically, in interactive music a trigger responds to a spontaneous occurrence in the game and launches a stinger. The stinger, which is a brief musical phrase that is superimposed and mixed over the currently playing music, is a musical reaction to the game. For example, when a ninja draws his weapon, you might want to insert a musical sforzando-type effect over the action music already playing to add even more impact to the scene. The game would call the Trigger which in turn would launch the stinger and your music clip would play over the ongoing score.
예 6.4. Trigger 사용하기 - 예시
주요 캐릭터가 닌자 파이터인 전투 게임을 제작 중이라고 가정합시다. 게임의 몇몇 시점에서는 적들과 싸우는 액션 모드로 전환됩니다. 캐릭터가 강력한 킥을 선보일 때 그 장면의 청각적 영향을 강화하도록 뮤직 클립을 교체하고자 합니다. To build your music for these sequences, you will need to create a Trigger, perhaps named “High Kick” to be called at these points in the game. In addition, you will define the short music segment that will provide a quick blast of brass to add some “kick”.
The following illustration demonstrates the Trigger mechanism that plays a stinger at a key point in the game.
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