Audiokinetic Wwise Knowledge Base

Playback Limit and Priority: Use Case Scenarios

The following use cases will demonstrate how the Playback Limit and Playback Priority features work in Wwise. For the purposes of these use cases, the following sound structure will be used:



Use Case 1

Scenario:

  1. Play Sound 1.
  2. Play Sound 1.

Result: The older instance of Sound 1 will be stopped.

Reason: Only one sound instance can play at a time, because the limit per game object is set to 1.

Use Case 2

Scenario:

  1. Play Sound 3.
  2. Play Sound 1.

Result: Sound 1 will not play.

Reason: Only one sound instance can play at a time because the limit per game object is set to 1. Sound 3 continues to play because it has a higher priority than Sound 1.

Use Case 3

Scenario:

  1. Play Sound 1.
  2. Play Sound 3.

Result: Sound 1 will be stopped and Sound 3 will play.

Reason: Only one sound instance can play at a time because the limit per game object is set to 1. Sound 1 will be stopped and Sound 3 will play because it has a higher priority.

Use Case 4

Scenario:

  1. Multiple game objects are triggering Sounds 1, 2, and 3.
  2. "Control Bus" receives a 5th sound.

Result: Sound 1 will be stopped.

Reason: Only 4 sound instances can pass through the control bus at the same time. Sound 1 will be stopped because it has the lowest priority. If multiple instances of Sound 1 are playing, the oldest instance will be stopped.





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Last Updated
4th o March, 2008

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