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Overview

Game designers are constantly challenged to create the most compelling audio possible using the least amount of memory, CPU, assets, and disk space. States provide an efficient and creative way to approach this challenge. Using states optimizes your sound and music assets by giving you the flexibility to create different 'mixer snapshots' for the same sound, and apply these property changes globally in response to changes in the game. By changing the properties of a sound or music object, you can creatively match the action in the game without adding new assets. When you are planning your project, you can decide when and where states will have the most efficient and creative impact.

[Note] Note

States can also be used to efficiently modify the properties of motion FX objects in your project. The principles and workflow are the same for motion as they are for sounds, except that the Low Pass Filter properties have no effect on motion objects.

Using States - Example

Let's say you want to simulate the sound treatment that occurs when a character goes underwater. In this case you could use a state to modify the volume and low pass filter for sounds that are already playing. These property changes should create the sound shift needed to recreate how gunfire or exploding grenades would sound when the character is under water.

The following illustration demonstrates how the properties for the volume and low pass filter for the gunfire and grenade sound objects are affected when the underwater state is called by the game.


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