Hi, we’re currently working on a multiplayer game and are looking for the most efficient and optimal way of organizing and calling events so that they can be routed to the right buses, as well as managing instance limitations and priorities depending on the entity playing it.
For the moment we’ve decided to organise the project as follows:
1/ We have a Parameter sheet in an event, in which we will select the variation of the event to be played according to the entity playing it using a command instrument.
2/ The basic event is the PlayableCharacter event, in which there is a multi-instrument with audio inside.
3/ The NPC and ALLY events contain an Event Instrument that plays the PlayableCharacter event. As this instrument is in another event, it will be routed on its own bus and will have its concurrency parameter. This allows us to manage the volume and assets of all events simultaneously using a single event.
The question is: is this the most optimized and simple system for managing this kind of situation, or can we use code to re-routing sounds and apply different characteristics to them depending on a parameter?
Because we have a lot of events to manage, it’s quite time-consuming to maintain systems with so many events for a single sound.
Thank you very much.