Nested Events - am I using them properly?

Context: I’m working on a game with multiple intensities. Until today, I was just marking off regions in one big project and added transitions. It was fine. But, now I want to adjust the mix of each intensity. I know I could manually automate every instrument, but that’s tedious (it’s an adaptive score with about 10 simultaneous musical lines that match in-game elements).

I thought of trying nested events. I thought if I have the low intensity on one track and the high on another, I could just change the volumes of each intensity. But, when I use the nested events, it always plays from the beginning of the event every time it triggers. They aren’t matching my timeline.

Simply put: are nested events always asynchronous? Is there a way I can use them as busses/group tracks in a DAW to keep things more organized?

Yes, nested events always are asynchronous.
There’s numbers of ways to achieve that. You could:

  • reroute several tracks into one “bus” track and automate only this bus track
  • insert several simultaneous instruments inside the same track and automate that track volume
  • use nested events as you did, but start them from the beginning, and only automate the track volume (not the instrument’s volume); however keeping long async tracks could be less robust…

Rather automate the track volume. If you want to switch from one state to another discountinously, you could have the use of the new seek modulator, though it has some limitations.

I did an experiment a few years ago, dynamically combining several kinds of instruments (sync, async, nested events…), which might interest you: Generative/procedural music experiment

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Rerouting into another “bus” is exactly what I need! Thanks!
I’ll experiment with more of this in a bit…just trying to get this game ready for a demo release next week and we had to many new ideas!