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The Advanced Settings tab for music objects located in the Interactive Music hierarchy contains a series of controls that allow you to define the advanced playback behaviors of your music objects. You can define the number of instances that can be played simultaneously per game object, specify the playback priority of each sound object, and determine whether the music will continue to play, will be killed, or will move into the virtual voice list when its volume falls below the volume threshold.
General | |||||||
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Interface Element |
Description |
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Name |
The name of the object. |
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PF |
Determines whether the object is included or excluded from the current platform. When selected, the object is included in the current platform. When unselected, the object is not included. When this option is unselected, the property and behavior options in the Property Editor become unavailable. |
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Notes |
Any additional information about the object properties. |
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Controls the Mute and Solo states for the object and shows the implicit mute and solo states for the object. Muting an object silences this object for the current monitoring session. Soloing an object silences all the other objects in the project except this one. A bold M or S indicates that the Mute or Solo state has been explicitly set for the object. A non-bold M or S with faded color indicates that the object's Mute or Solo state was implicitly set from another object's state. Muting an object implicitly mutes the descendant objects. Soloing an object implicitly mutes the sibling objects and implicitly solos the descendant and ancestor objects.
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Advanced Settings | |
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Interface Element |
Description |
Playback Limit | |
Override parent |
Determines whether the playback limit will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the advanced settings controls are unavailable. If the object is a top-level object, this option is unavailable. |
Limit sound instances to x |
The number of sound or motion instances within the same actor-mixer structure that can play simultaneously per game object. Virtual voices do not count as sound instances. When the limit is reached, the object with the lowest priority is discarded following the option selected in the option "When limit is reached". |
Globally or Per Game object |
Determines if the limit should be applied globally or per game object. |
When limit is reached |
Determines what happens when the playback limit is reached. You can select one of the following options: Kill voice to stop playing instance with the lowest priority. Use virtual voice settings to make the sound with the lowest priority to adopt its virtual voice behavior. Refer to the Virtual voice behavior section in this table. Keep in mind that each entity can override its own behavior so that the virtual behavior of a sound can still be to discard the sound or to continue to play. |
When limit is reached and priority is equal |
Determines what happens when the playback limit is reached and there is more than one object with the lowest priority. You can select one of the following options: Discard oldest instance to discard the oldest playing instance with the lowest priority. Discard newest instance to discard the newest playing instance with the lowest priority. |
Virtual voice | |
Override parent |
Determines whether the virtual voice settings will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the virtual voice controls are unavailable. If the object is a top-level object, this option is unavailable. |
Virtual voice behavior |
Determines the behavior of sounds or motion objects when their volume falls below the volume threshold or when their number goes over one of the playback limit. You can select one of the following options: Continue to play to continue playing the object even though it will no longer be heard. Kill voice to stop playing the object. No fade out is applied with this option. Send to virtual voice to send the object to the virtual voice list. When a sound or motion object is sent to the virtual voice list, certain parameters of the object are monitored by the sound engine, but no processing for audio or motion occurs. |
On return to physical voice |
Determines the behavior of sounds or motion objects that move from the virtual voice list back to the physical voice. You can select one of the following options: Play from beginning to play the object from its beginning. This option resets the object's loop count. Play from elapsed time to continue playing the object as if it had never stopped playing. This option is not sample accurate so sounds returning to the physical voice may be out of sync with other sounds playing. Resume to pause the object when it moves from the physical voice to the virtual voice list and then resume playback when it moves back to the physical voice. These options are only available if the Set as virtual voice option is enabled. |
Playback Priority | |
Override parent |
Determines whether the playback priority will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the playback priority controls are unavailable. If the object is a top-level object, this option is unavailable. |
Priority |
The importance given to the sound or motion object in relation to other objects within the same actor-mixer structure. This value determines which objects will be played when the playback limit has been reached. Default value: 50 (for SFX), 100 (for Voice) Range: 1 to 100 Objects with a priority of 1 have the lowest priority, and those with a priority of 100 have the highest priority. |
Offset priority by x at max distance |
Specifies a value by which the priority of an object is offset when it reaches the max distance value specified in the Attenuation Editor. When selected, an offset is applied to the priority of the object when it falls anywhere within the attenuation max distance value. The amount of offset applied will depend on the object's relative position to the listener. When this option is not selected, the distance from the listener does not affect the priority of an object. The priority offset is not applied to 2D sound or motion objects. |