The "ambient" sounds are mapped to a certain location and are effectively always playing, so when the vehicle comes closer to coordinates of the sound, it grows louder in the vehicle aswell as being spatialized according to the vehicles orientation in relation to the coordinate of the sound.
The "trigger" sounds are triggered when the vehicle passes a certain coordinate. Trigger-points can also be used to modify a sound that has previoulsy been triggered, by using a kind of "score" file.
Using this simple scoring technique, sequences can be created where passing a certain location triggers a new state for the currently playing sounds.
A certain sound can be triggered at location A, set to loop and at location B the loop is turned off while setting the fade-out time. It also is possible to control the level of each speaker independently in the score-files, so quite sophisticated spatial effects are conceivable.
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