Lesson 5

Table of Contents

Adding Stingers to Music Objects

Now you need to associate the Trigger with the Cymbal Swell Music Segment you configured in the last exercise as well as associate which piece of music the Cymbal_Swell Trigger should play along with. Any Music Playlist Container or Music Segment can be configured with Stingers. In this instance you want to configure the Stinger to work with the combat music. You’ll first work with the combat music and then you can go back and repeat the following steps for the other segments.

  1. In the Project Explorer, click the Audio tab then select the Combat Music Playlist Container and choose the Stingers tab.

    An empty list of associated Stingers appears.

    There are three pieces to configure for a Stinger: the source Trigger, the targeted Music Segment, and an instruction of when the targeted music should play in relation to the currently playing Music Segment.

  2. Click Add.

  3. Click the [>>] selector and choose Music > Cymbal_Swell.

    You’ve now configured the Trigger that will indicate that a Stinger should occur when this Trigger is activated, but you still need to indicate which Music Segment will be played when this happens.

  4. Drag the Cymbal Swell Music Segment to the Segment to Play column in the Property Editor.

    Now, when the Cymbal Swell Trigger is activated, the Cymbal Swell Music Segment will be played. Now you can leverage the unique feature of a Stinger: the ability to defer the action of when the audio is played to a musically sensitive time. Currently, the Play At setting is set to Immediate, which really doesn’t provide any advantage over simply directly playing the Music Segment from the Teleport Event. Instead, you want the Cymbal Swell to reach its apex at the next bar following the moment the player moves through the teleporter.

  5. Change the Play At column to Next Bar.

    The Stinger is now configured. Stingers are part of the inheritance system in Wwise, so adding a Stinger to an object means that your work applies to all child objects contained within. In other words, it doesn’t matter which Music Segment is playing in the Combat Music Playlist Container, this cymbal swell will always be heard when the player moves through the teleporter.

    The thing you still need to address is that Cube’s game engine has not been programmed to send a Trigger game call called Cymbal_Swell when the player moves through the teleporter. That’s OK, you’ll set up the Teleport Event to play the Cymbal_Swell Trigger instead.

  6. In the Project Explorer, select the Events tab and choose the Teleport Event.

    You can see in the Action list that the Teleport Event is already triggering the Teleport Sound SFX object to play. In addition, Events can also be set to initiate a Trigger.

  7. In the Event Property Editor, click the Add >> button and choose Trigger.

    The Event Property Editor adds a Trigger Action to the Event Property Editor, but the red outline in the Target column indicates that the Trigger is missing.

    You can assign the desired Trigger by dragging it to the Target column.

  8. In the Project Explorer, select the Game Syncs tab and drag the Cymbal Swell Trigger to an empty area in the Event Property Editor's Target column.

    The Teleport Event is connected to the Cymbal_Swell Trigger, which will initiate playback of the Stinger-CymbalSwell Music Segment on the next bar of the Combat Music.

    Now you need to repeat the first part of this exercise to associate the CymbalSwell Stinger with the Explore and Boss Music Playlist Containers.

  9. Return to the Audio tab and repeat steps 1 through 5 in this exercise for the Explore and Boss Music Playlist Containers.


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