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In interactive music it is very useful to time your State changes so they accommodate the tempo of the music that is playing and ensure smooth transitions. This can be defined at the music object property level and at the bus level. In the Property Editors for music objects or busses, you can determine the optimal points to change States for each of the subscribed State Groups. These points can include Immediate, Next Cue, or Next Beat, for example. When, however, a State change involves multiple music objects with different settings for the State changes, the State change will occur at the next defined opportunity in the segment.
If an Audio Bus only contains Actor-Mixer Hierarchy sound objects, these settings will be ignored and the changes will occur immediately. If however, both music and sound objects are routed through an Audio Bus, the State change will be based on the State change settings of the music objects.
To define a point within music objects and busses for a State change:
Load a music object or bus into the Property Editor.
Switch to the States tab.
For one of the subscribed State Groups, select one of the following options in the Change occurs at column:
Immediate - Change occurs immediately. If a look ahead time has been defined for a track, then this time must elapse before the State change can occur.
Next Grid - Change occurs at next grid. The grid is an arbitrary frequency by which music objects can be virtually partitioned.
Next Bar - Change occurs at next bar.
Next Beat - Change occurs at next beat.
Next Cue - Change occurs at next cue. The next cue could be an Entry, Exit, or custom cue.
Next Custom Cue - Change occurs at next custom cue.
Entry Cue - Change occurs at Entry cue.
Exit Cue - Change occurs at Exit cue.
All State changes in the current State Group will occur at the specified point.
If several music objects subscribe to a State Group, a State change is applied only once, for all objects at the same time. The State change will occur for all the objects at the first defined opportunity.