CRIWARE Unity Plugin Manual
Last Updated: 2024-07-12
Multi-track
A Cue can have multiple tracks, each of them having its own timeline.
On a track, automation curves, sequences and AISAC can be placed.
Track automation
For example, it is possible to add a volume or pitch curve to a track, so that the volume or the pitch of the sound will evolve with time.
Any type of curve can specified, simply by adding curve points.
Selecting a track randomly from multiple tracks
It is possible to select a track randomly for playback.
For example, several dialog lines with a similar meaning (e.g. "thank you", "thank you very much", "Thanks", etc.) could be assigned to different tracks. When a programmer plays the Cue, a different dialog line will be played each time.
It is also possible to specify that a dialog line should never be repeated, or not before all other lines have at least been played once.
Cue link
Nested structures are authorized, so a track can have a child track.
A "Cue link" can also be used on a track to play a different Cue.
Sequence
A "Sequencer" supports loops and events.
It is possible to specify that a sequence will continue only after having played a section for a specified number of times. Nested loops are also supported.
A callback event will notify the programmer of what is happening.
AISAC
You can set AISAC on a Cue and a track.
By setting the same AISAC on two or more tracks, they can be controlled simultaneously with a single control value.
It is effective, for example, when we want to generate a realistic engine sound by crossfading multiple sounds. AISAC can be used to design any sound effect that is evolving based on the game context (crowd cheering, environmental sounds etc.).