I see. I haven't gotten to that point yet, but I'm about to in the next few weeks. I'm just now beginning to experiment with middleware.
@AFV, i'll tell you how I was planning on 'practicing' for myself...My plans was to use that stupid ass roll-a-ball demo from the Unity shop and just make random zones and change music up when the ball rolls over difference place on the map or runs into different objects. Does anyone else know if there is a reason that won't work? What I really want to know how to implement is cue-ing additional multi-track stems under certain game conditions, then withdrawing them under contrasting conditions.
I understand what you're asking about layering loops, and I'm anxious to get in there and screw with this stuff myself. I personally don't give a shit I'm practicing on, because I figured the mechanics of the technology are what you would end up applying to a paid project later anyway. @nsmadsen, why do you have to buy a game to practice this stuff? Can't you do this with the already finished tutorials on the Unity site? You can download the finished game and you have access to all the code.
...and AFV, one other thing I was wanting to do was add and subtract multi-stem loop layers independently of zones. For example, if a players hit points drop below 'x', then the music speeds up as he's about to die...or the music gets heavier as the players life gets lower. I can conceptualize this, but if anyone else has actually done this in Wwise, and wants to share the process, I'd love to hear it!