CRI ADX
Last Updated: 2024-07-17 10:47 p
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On the program side, you can create sound objects that share information among Players.
By being able to link the objects to the Players, you can define the scope of their influence.
Example) Link Players A and B with sound objects.
Example) By setting the scope of the Action to the sound object, it will only affect the Players A and B.
The range handled for the purpose of narrowing the search target etc. is called the "scope".
For example, when handling a character in a game, you may create a character "object" from something like a "template" or a class.
At this time, you may want to reduce the influence of functions to the characters (objects).
A Player is also a scope, but if you want to set and control the behavior beyond the Player, you need an abstraction level higher than the Player.
Sound objects can play that role and group Players together.
On the data side, it is possible to select a sound object as the scope for an Action Track.
By default it is global and it affects all the Cues during playback.
But if a sound object is selected, it limits the influence of an Action to the scope of that sound object.
In the case of a Player whose sound object has not been set, the action affects all the Cues played on that Player.
By using the criAtomExSoundObject_Create function, you can extend some features, such as enabling the Voice Limit scope and activating the Category Cue Limit scope.
For example, suppose you have prepared Categories for each character of a fighting game.
Because we want to limit a character to a single voice, the Category Cue Limit is set to 1.
Usually there is no problem with this, but an issue will occur if the same character is selected by both players.
Since it is another character with the same voice, it is better for the playback to be managed at the character level.
In the game, you will create an object for the character, so by linking the player and the sound object together,
voice limiting can be performed individually for each object.
Example) By using Voice Limit Groups, we change the limit per sound object.
Players A and B share a limit of 1, but player C has its own individual limit of 1.
Example) By using Category Cue Limits, we set teh limit per sound object.
Players A and B share a limit of 1, but player C has its own individual limit of 1.