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Wwise offers you great flexibility when it comes to putting an interactive music project together. There is an almost infinite number of ways to assemble interactive music objects into a game score. However, following some kind of consistent structure can make your workflow more efficient. Two of the basic structures that can be applied to interactive music projects are as follows:
A vertical project structure is one in which you re-sequence the game score by shuffling the tracks contained in Music Segments. This is similar to the track mixing which is used in music production. It can help you make a varied score out of long, multi-tracked segments.
A horizontal project structure is one in which you vary the game score by changing which segments are played at any given time. To do this, you can arrange short discrete segments in the Interactive Music Hierarchy, much like you would arrange objects in the Actor-Mixer Hierarchy. In this way, you can make a compelling score from a selection of short Music Segments while minimizing console requirements.
Typically, you'll use a combination of both these structures to make efficient use of the resources you have available for your project. A good structure lets you show off your music in its best light, and use your console resources to best effect.
For more ideas on how to structure your project, refer to Interactive Music Tips & Best Practices.
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