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To add more feedback to your interactive music, you can play Stingers at key points in the game action. Stingers are brief musical phrases that are superimposed and mixed over the currently playing music. To play a Stinger, the game calls a Trigger that is associated with a Stinger Music Segment. For more information on using Triggers, refer to Working with Triggers.
Let's say the daring archaeologist that we met in the previous example is busily exploring a temple in search of artifacts and adventure. The exploration music plays as they wander about examining their surroundings. Then as they find the treasure, another short piece of music plays to emphasize this exciting discovery. The exploration music is not replaced, but rather the game calls a Trigger which in turn plays a Stinger called “Found it” over the ongoing exploration music to signify this big moment. After the Stinger has finished, the exploration music continues to play.
To insert a Stinger on top of the already playing music, you need to do the following:
Associate a music object to a Trigger.
Create the Stinger by mapping a Music Segment to a Trigger.
Define how the Stinger will play back.
Since Stingers can be created at different levels in the hierarchy, you can assign the same Trigger to different segments. This means that while the top level music object may use a Trigger called, for example, “Headshot”, any of its child objects may also use the “Headshot” Trigger. In this case, the child object would associate the “Headshot” Trigger with a different segment. This automatically overrides the parent Trigger/stinger association and increases the range of Stingers that you can play at important moments in the game. Since only one Stinger may play for a specific Trigger in the hierarchy of music objects, it is the associated Stinger of the currently playing child object that will play.
Working with Stingers includes the following tasks:
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