Defining the scope of containers
Since you might use the same container for several different game objects, you need to
decide whether all instances of the container used in the game will be treated as
one object or each instance is treated independently. In Wwise, this concept is
called the scope of your container. You can set the scope to either of the following
options:
Global: Treats all instances of the container used in
the game as one object so that repetition of sounds or voice objects across
game objects is avoided.
Game object: Treats each instance of the container as a
separate entity. This means that no sharing of sounds occurs across
game objects.
| Note |
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The Scope option is not available for Sequence Containers in Continuous play mode because the entire playlist is played each time an Event triggers the container. |
Defining the scope of containers - example
Let's say you are creating a first person role-playing game. You have 10 guards that all
share the same 30 pieces of dialogue. In this case, you can group your 30 Sound
Voice objects into a Random Container that is set to Shuffle and Step. You would
use this same container for all 10 guards and set the scope of the container to
Global to avoid any chance that the different guards repeat the same piece of
dialogue. You can apply this concept to any container that is shared across
objects in your game.
To set the scope of a container:
Load a Random or Sequence Container into the Property Editor.
In the Scope group, select one of the following options:
Global to treat all instances of the container used in the game as one object. Thereby, repetition of sounds or voice objects across game objects is avoided.
Game object to treat each instance of the container as a separate entity. This means that no sharing of sounds occurs across game objects.
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