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0 投票

Asking this question again with a bit more information provided
Firstly, I have profiled the results of the game engine and audio engine interaction to arrive at the following

In a multiplayer game, I am looking to provide combat music to just the players in combat.   In order to do this, I have worked with developers to call an event on the Local_User object that sets a switch called COMBAT.   The value being set is IN_COMBAT whenever the game engine determines combat is taking place.   Otherwise it is just "ATMOS" music.   

In WWise there are two distinct Switch Paths in Interactive Music
COMBAT (in_combat, not_in_combat)
ATMOS_MUSIC

There are essentially two paths (* represents an atmos music container)

IN_COMBAT.*            
NOT_IN_COMBAT.*   

The * represents any ATMOS music container.

IN_COMBAT selects a distinct music container of combat music

While profiling in game, the event fires on the LOCAL_USER which is expected and desired.   However, music does not change from ATMOS.  ATMOS just continues to play regardless.  

Example of Music Switch

Thank you for your time and happy to provide additional information to help solve the issue.

分类:General Discussion | 用户: Kenneth W. (290 分)

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