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Auditioning Stingers

After you have created a stinger segment, you can audition it in the Transport Control on its own or with another segment to verify its impact when it plays over other music. Since stingers can be created at different levels in the hierarchy, you may have different segment settings that use the same trigger. Only one stinger, however, may play for a specific trigger in the hierarchy of music objects and it is the child object that determines which stinger will play. For example if you created a stinger using the trigger “Headshot” at the music switch container level, and used the same trigger “Headshot” for a stinger in the child object playlist container, and then you loaded the music switch container in the Transport Control, and called the trigger, only the playlist container stinger would play.

In addition, you can also create simulations in the Soundcaster and profile your simulation in the Profiler to monitor performance issues. For more information about simulations and profiling, refer to:

[Note] Note

If a stinger contains a segment that has been unloaded from the project, the segment will be highlighted in yellow. You will not be able to audition your stinger until the work unit that contains the stinger segment has been loaded back into the project.

To audition a stinger in the Transport Control:

  1. Load the stinger segment into the Transport Control.

  2. Click the Play icon.

    The stinger segment will play back.

To audition a stinger superimposed over currently playing music:

  1. Load a music object into the Transport Control.

  2. Click the Play icon.

    The music object loaded into the Transport Control will play back.

  3. In the Game Syncs area, click the Triggers button to display the trigger list.

  4. Click the Call Trigger icon.

    The corresponding stinger will play over the currently playing music object. You can continue to select other triggers and play back their corresponding stingers to simulate the playback of stingers in game.


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