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The Music Segment is the basic unit in the Interactive Music Hierarchy. It is like a multi-track sequencer, where tracks and sub-tracks can be arranged to create the layered musical score for your game. Tracks can have an unlimited number of sub-tracks, each of which contains a different clip of music. By assigning different playback behaviors to each track, you can add variety to the music in your game.
To help you easily identify tracks and segments in the interface, Wwise uses a unique icon to identify them.
Icon |
Represents | |
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Music Track - plays back the track each time its parent segment plays. | |
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Random Music Track - plays back its sub-tracks in random order each time its parent segment is played. | |
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Sequence Music Track - plays back its sub-tracks in sequential order each time its parent segment is played. | |
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Switch Music Track - plays back its sub-tracks according to the associated Switch Group. | |
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Music Segment - parent object for music tracks. |
All the tracks in a given segment are displayed in the Music Segment Editor. The music tracks contain music clips that you can view and edit. These clips represent the audio sources and are displayed in waveform along the Music Segment Editor timeline. You can manipulate the clips and add cues to the segment at specific points along the timeline. You can also create custom cues to indicate when property changes or transitions should occur, or when Stingers should be played.
One powerfully convenient variety of cue is the Event cue. It allows you to quickly add an Event to be played at a certain point in the Music Segment timeline.
The Music Segment Editor consists of three areas:
Snap buttons to align clips and cues to selected elements.
Track controls to edit the property settings for music tracks, as well as mute and force playback for individual tracks.
Segment timeline to view clips and cues.
Working with segments includes the following tasks:
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