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How to do a sample-accurate transition between random containers?

0 votes
I'm trying to do a sample-accurate transition between two random containers for an automatic weapon.

The first container has short gunshots, and loops infinitely in response to a "Play" event.

A second event "Breaks" the looping container and "Plays" the second container, which has the gunshot tails.

This causes the second container to play back immediately, but I want it to wait for the last gunshot to finish playing after the "Break" event.

I know FMOD has an option to wait for a previous sound to finish before playing a new sound. Does anything like that exist in Wwise?
asked Jul 29, 2013 in General Discussion by Brett A. (220 points)

1 Answer

+4 votes
A colleague showed me how this is done and I thought I'd leave the answer in case some one else needs it.

Place both the shot and tail random containers in a sequence container set to Continuous play mode with sample accurate transitions and "Always reset playlist" checked.

Have an event "Play" the sequence to start the gunshots  - this would be the Hold Trigger event.

Have a second event - the Release Trigger event - "Break" the random container that's looping the shots. The sequence container will then do a sample accurate transition to the second container. It's this behavior that I didn't know about - breaking a container in a sequence container.

Hope that helps anyone that comes looking!
answered Jul 29, 2013 by Brett A. (220 points)
I've used this techniques many times and came here to see if anyone else had encountered a limitation I just discovered. My infinite loop which starts the sequence was actually two separate infinite loops in a switch container. The break event placed anywhere on the hierarchy - the switch container, the blend containers holding the two looping audio assets, and the looping assets themselves - all killed the event without triggering the next item in the sequence container. I had to approach the switch container's functionality from a new direction and place the infinite loop at a top level inside the sequence container for this technique to function correctly.
Hello everyone.

I was wondering what is the good way to implement the break event into game engines such as unreal 4. Attach it to character's animation or in blueprint/code?
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