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Minigun Details: Events

To understand the construction of the Minigun example, take some time to examine the Play and Stop Minigun Events. Look at the delays that have been inserted on the different Actions. Don’t hesitate to unselect the platform (PF) check boxes on both Events to be able to listen to the three different stems (barrel, fire, and shells) independently.

For the Stop_Minigun Event, the Break action has been used to stop the “Fire” and “Shells” random continuous containers that use the “trigger rate” transition type. The Break actions stop the containers to trigger new fire or shell sounds without cutting the tail of the sounds that have already been triggered.

[Note] Note

The Events in the Minigun example have been simplified for this sample project. In a real game, refinements would be made to produce a more realistic simulation. For example, the Play_Minigun Event would be split into two separate Events for the barrel and fire sounds, so that each could be controlled more closely.


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