What are sections?
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Sound-events can contain up to 8 Sections. Sections can be created by assigning them to your sound-banks (multiple assignments are possible, of course).

You can use sections, if you want a scenario (sound-event) to vary and develop as your players progress, and may be activated by pressing a key, e.g. a player group arrives in town after a long journey and you would like to activate the next "section" of your sound scenario. You can tell SoundMixer that they have arrived by simply pressing a key and the sound scenario will adjust accordingly (q.v. Changing sections)

Example:  
 
Sound-bank 1: horses' trotting and whuffing  
Sections: all  
 
Sound-bank 2: general players' noises  
Sections: all  
 
Sound-bank 3: slow wind  
Sections: 1  
 
Sound-bank 4: trees moving in the wind  
Sections: 2  
 
Sound-bank 5: forest animals (birds,...)  
Sections: 2 and 3  
 
Sound-bank 6: crickets chirping  
Sections: 3  
 
Sound-bank 7: start another sound-event (name: "Arrival in the village")  
Sections: 4  
 
=> After starting the sound-event in the first section, you will hear the players riding or walking through the countryside. A slow wind is blowing over the grassy hills...  
The game master switches into the second section. Now the players come to a forest. At first the wind is blowing, but it soon stops. You can hear the occasional animal noise.  
Then comes the third section, there is still no wind, but crickets are starting to chirp as the sun starts to go down.  
In the fourth section the players are getting closer and closer to a village. They can hear the screams of curious children and the town noises are getting louder and louder.