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Building a Hierarchy of Audio Objects

These sound objects can be grouped together to create a hierarchical project structure. Audio properties and behaviors can be applied at different levels in the hierarchy to give you the control and flexibility you need to build a realistic and immersive game experience.

Containers are used to group the sound objects within your project. They are mainly used to play a group of objects according to a certain behavior, such as random, sequence, switch, and so on. For example, you can group all the gun shot firing sounds into a random container so that a different sound will be played each time the gun is fired in game.

All these audio objects are routed through a hierarchy of busses where additional properties and effects can be applied at a global level.


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