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Wwise Fundamentals

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Assign objects to busses

Although you created new busses, the objects in the Actor-Mixer Hierarchy are still assigned directly to the Master Audio Bus. Now you'll reassign those objects to the newly created busses.

  1. In the Project Explorer, select the Cube_Main_Theme object, and then in the Property Editor, select Routing, and then click the Set Output Bus button.

  2. In the Project Explorer - Browser that opens, expand Default Work Unit > Master Audio Bus, and then select Music and click OK.

    [Tip]

    You can also drag and drop a Bus object from the Project Explorer into the Output Bus field in the Property Editor.

    All remaining objects relate to sounds that are found in the player’s environment, so you'll assign them all to the SFX bus. Conveniently, those sounds are grouped under Actor-Mixer objects, so you can quickly reassign all the child objects by reassigning the Output Bus designation of the top level Actor-Mixers.

    To make this process even faster, you’ll use the Multi Editor, which lets you adjust the properties of multiple objects, even when they’re not in the same hierarchy.

  3. Press Shift and select all four Actor-Mixers. Then right-click one of the selected objects and click Show in Multi Editor (Ctrl+M).

  4. Expand Routing > Output Bus, and then right-click Master Audio Bus and click Browse.

  5. In the Project Explorer - Browser that opens, expand Default Work Unit > Master Audio Bus > Environmental, and then select SFX and click OK. Close the Multi Editor.

    All of the objects in the Actor-Mixer Hierarchy are now assigned to the SFX Bus, except for the Cube_Main_Theme.

    In Module 14: Working with Effects reverb will be applied to all of the objects routed to the Environmental bus. Currently, the player's heartbeat is one of the sounds routed to that bus, but a heartbeat wouldn’t be loud enough to reverberate in the Cube environment. For this reason, you’re going to reroute the heartbeat sound so that it goes directly to the Master Audio Bus, avoiding the Environmental bus altogether. For organizational reasons, it makes sense to keep the Heartbeat Sound SFX under the Main Character Actor-Mixer. You can achieve both using the Override Parent option.

  6. In the Project Explorer, expand the Main Character Actor-Mixer, and then select the Heartbeat Sound SFX object.

  7. In the Property Editor, select Routing and then select the Override Parent check box.

    The Output Bus of the Heartbeat object returns to the default, Master Audio Bus.


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