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Blend tracks allow you to combine the power of RTPC curves with the flexibility of crossfades. Within a blend container, you can determine the crossfading between objects based on a game parameter, and then apply RTPC curves to these same objects.
Keep in mind that you can base crossfades and RTPC curves in a blend track on different parameters. For example, in a roller-coaster simulator, you could have an RTPC curve that increases the pitch of your rider noises as the car angle becomes steeper. However, you could add cross-fading to that blend track based on speed to change which sounds are heard based on speed. Therefore, the sounds that are heard shift as the ride gets faster, and all these sounds become higher pitched as the ride gets steeper.