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The Switch Container Association Editor is where you arrange and combine States or Switches to create the different "paths" that will be used to dynamically determine what piece of music is chosen to be played in your game. In the editor, you can add and arrange different State Groups or Switch Groups that you want to effect the choice of music. You then select different combinations of States or Switches to define paths, each of which can then be associated with a particular music object. At runtime, the sound engine matches the current state or Switch value against the pre-defined paths to determine which piece of music to play. You can also use weighting values to determine the likelihood that a particular pre-defined path will be selected.
Interface Element |
Description |
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Creates a completely generic path (*.*) regardless of which States or Switches are selected. This option is only available when a generic path does not already exist. |
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Creates a path from the selected states/switches or state/switch values. |
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Updates the path for a selected audio structure. This option replaces the selected structure's path with the States or Switches that are currently selected. This option is only available when the path selected does not already have a corresponding entry in the list, and an object in the list is currently selected. |
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Removes the selected path from the path list. |
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Deselects all States and Switches in the States/Switches pane. |
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(States/Switches pane) |
Displays the State Groups and Switch Groups that have been assigned to the currently selected Music Switch Container. You can select different States or Switches to create a combination of different paths. |
Opens a menu that allows the user to choose from a list of available Switch Group or State Group objects. The user may also create a new State Group or Switch Group from this menu by selecting "New...". |
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Mode |
Specifies how the sound engine will determine which path to select when there is more than one pre-defined path that matches the States or Switches triggered at runtime.
Several pre-defined paths can match the States or Switches triggered at runtime due to the use of wildcards (*) in fallback paths. Default value: Best Match |
Path Filter |
Displays a list of filters that can be used to filter the path list. The following filters are available: All - Displays all the created paths. Current Selection - Displays only those paths that contain the selected Switches or states. |
Object Filter |
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Click the Configure Columns... shortcut (right-click) option from the column header band. The Configure Columns Dialog opens. Specify which columns to display and their order. |
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Path |
A specific path that contains one of the many combinations of Switches or states that can exist for a Music Switch Container. These paths are associated with a music object. A path may contain a wildcard, which will match any corresponding Switch or state. It is represented by an asterisk. |
Weight |
The likelihood that the path will be selected in the case where there are other matching paths. When a matching path has a weight of 100, other matching paths with a weight below 100 are automatically discarded. When a matching path has a weight of 0, it is discarded unless all other matching paths also have a weight of 0. This option only applies when the Dialogue Event is in ‘Weighted’ mode. Default value: 50 |
Object |
The object assigned to the path. The object assigned to the path can be unlinked from the other platforms so that you can assign different objects to the same path on different platforms. |
(Browse) |
Opens the Project Explorer - Browser where you can select the object that will be assigned to this path. You can also drag and drop object directly from the Project Explorer. |
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