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Just like the Aux Environments we used in Lesson 6, the music States are also being controlled by Triggers covering a region. The music is used in some areas like the Village or Woodlands, to emphasize the character of that region, but it has also been excluded from certain areas to give room for other ambient sounds.
One example of using States to drive a Music Switch Container is in the Cave region of the WAG where the ambient sounds, like the waterdrops, are explicitly meant to be observed. The presence of music here would make these sounds less noticeable, and so we set the Music_Regions Switch to Silent in the Cave. All other music triggers are designed with music in mind, and even when outside any music trigger, the subtle ambient theme will play.