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Managing voice limits from many game objects in close proximity to each other

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Hello

I'm trying to think about ways to manage voice limits on many objects playing the same event, when they are in close proximity to each other, but still maintain the same sounds triggered from other objects in a different area.

For example, if there are 20 windows that have been smashed to the right of the player and another 20 windows smashed on the left, how can I use voice limiting to reduce the number of smashed window  voices on each side whilst maintaining the feedback that there are in fact windows being smashed in many positions around the player.

The problem I seem to face is that voice limiting can be done on the game object level or globally. If each smashed window is a game object then voice limiting doesn't help in this case. But using global scope means the allowed voices might end up all coming from one location.

Anyone have any ideas how this could be approached in Wwise? I guess I'm trying to manage voices by location or group rather than just game object or globally.

Cheers
asked Nov 5, 2014 in General Discussion by Simon G. (990 points)

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