Audiokinetic Wwise Knowledge Base

Limitations and Restrictions with Trigger Rate Transitions

Trigger rate transitions define a rate at which sounds within a random or sequence container will be triggered. By creating a steady stream of sounds one right after the other, you can simulate many different types of rapid-fire sounds, including machine gun fire.

Although this type of transition can be very useful, there are some restrictions and limitations that you should be aware of:

  • Trigger rate transitions do not work as expected when the children of the container are themselves continuous containers.
  • The minimum duration of a trigger rate transition is equal to 0.021 seconds. Any setting below 0.021 seconds will be interpreted as 0.021 seconds.
  • Fades can't be applied to the sounds in a container that uses a trigger rate transition. The first sound within the container can have a fade in, but all other sounds will be played at their full strength.
  • Crossades based on RTPCs can't be created on a container with a trigger rate transition within a blend track.
  • Since the Wwise authoring application streams every sound it plays from both the transport control and the Soundcaster, it cannot accurately play the sounds within your container according to the trigger rate frequency. In order to accurately fine-tune the trigger rate, you must create a SoundBank, use the Game Simulator to load the SoundBank, and then connect to Wwise. Of course, you can always fine-tune the trigger rate in game as well.
  • A looped infinite container that uses a trigger rate transition should not include any looped infinite sounds. In this situation, a voice will be added at every trigger play creating a feedback effect and Wwise will eventually stop responding.




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Last Updated
4th o March, 2008

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