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Understanding the Interactive Music Hierarchy

Wwise offers you great flexibility when it comes to creating the interactive music for your project. There is an almost infinite number of ways to assemble interactive music objects into a game score. However, following some kind of consistent structure can make your workflow more efficient.

Two of the basic structures that can be applied to interactive music projects are as follows:

  • A horizontal project structure is one in which you re-sequence the game score by shuffling the tracks contained in music segments. This is similar to the track mixing used in music production. It can help you make a varied score out of long, multi-tracked segments.

  • A vertical project structure is one in which you vary the game score by changing which segments are played at any given time. To do this, you can arrange short discrete segments in the Interactive Music hierarchy, much like you would arrange objects in the Actor-Mixer hierarchy. In this way, you can make a compelling score from a selection of short music segments while minimizing console requirements.

Typically, you'll use a combination of both these structures to make efficient use of the resources you have available for your project. A good structure lets you show off your music, and make the most of your console resources.


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