Audiokinetic's example video for making adaptive music scrapes the surface of the topic, and uses some strange unrelatable examples. For example, that action music they set up doesn't loop - it just plays the four segments in sequence and then ends, as if that's a common scenario in a game. No, music needs to loop at all times because you never know how long it's going to take for the player to "be done" - be it fighting, exploring, tinkering in a menu or any other activity.
So, say you piece together a few music segments into a sequence Playlist Container and play it. If I then create a "break" event action for that Playlist Container, shouldn't it play the music to the end of the current segment (including its potential post exit segment) and then end? I can't get it to work that way. For me, the "break" event action does nothing to a looping Playlist Container (it just keeps playing), despite the fact that the definition of the "break" event action (according to Audiokinetic's own documentation) is that it "Stops playback of a looped sound, Motion FX object, or continuous container while allowing the current object or objects to finish playing." (see this link: https://www.audiokinetic.com/library/edge/?source=Help&id=event_editor#bp1304789)
Have I misunderstood what post exit segments are for?
/Simon