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The Property Editor contains the properties for the selected motion bus. You can adjust the overall volume and pitch, and duck the audio signal of other motion busses when the current motion bus is receiving a signal.
General | |||||||
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Interface Element |
Description |
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Name |
The name of the object. |
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Notes |
Any additional information about the object properties. |
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Controls the Mute and Solo states for the object and shows the implicit mute and solo states for the object. Muting an object silences this object for the current monitoring session. Soloing an object silences all the other objects in the project except this one. A bold M or S indicates that the Mute or Solo state has been explicitly set for the object. A non-bold M or S with faded color indicates that the object's Mute or Solo state was implicitly set from another object's state. Muting an object implicitly mutes the descendant objects. Soloing an object implicitly mutes the sibling objects and implicitly solos the descendant and ancestor objects.
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Relative Properties | ||||
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Interface Element |
Description |
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Voice Volume |
The attenuation (level or amplitude) applied on the audio object before it is being routed to a bus or sent to an auxiliary bus. Refer to Understanding the Voice Pipeline for more information about volumes. Default value: 0
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Voice Pitch |
The playback speed of an audio object, where: Pitch 0 = Normal speed. Pitch 1,200 = 2 x speed. Pitch 2,400 = 4 x speed. Pitch -1,200 = 0.5 speed Pitch -2,400 = 0.25 speed Default value: 0 1,200 cents is equivalent to one octave. |
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Voice Low-pass Filter |
A recursive filter that attenuates high frequencies based on the value specified. The units for this filter represent the percentage of low-pass filtering that has been applied, where 0 means no low-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 On the Wii platform, Wwise uses the Wii DSP low-pass filter. |
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Voice High-pass Filter |
A recursive filter that attenuates low frequencies based on the value specified. The units for this filter represent the percentage of high-pass filtering that has been applied, where 0 means no high-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 High-pass filter is not available on the Wii, Vita Hardware, and 3DS. |
Motion Bus Specific | ||||
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Interface Element |
Description |
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Auto-ducking |
The action of lowering the volume level of one signal in order for another simultaneous signal to have more prominence. |
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Recovery time |
The amount of time from the termination of the signal in the current motion bus to the beginning of the fade-in for the signals that were ducked. Default value: 1 |
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Maximum ducking volume |
The maximum amount by which the current bus volume can be attenuated when ducked by one or more busses. Default value: -96
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Opens the Project Explorer - Browser where you can select a motion bus to add to the auto-ducking list. The Master Motion Bus cannot be selected, and a motion bus cannot duck itself or any of its parent busses. |
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Deletes the selected motion bus from the auto-ducking list. |
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Busses |
The name of the motion bus. |
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Volume |
The amount by which the volume of the selected motion bus is reduced during auto-ducking. Default value: -6 Range: -96 to 0 Units: dB |
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Fade Out |
The time to fade out from the original volume to the ducking volume. |
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Fade In |
The time to fade in from the ducking volume back to the original volume. |
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Curve |
The curve shape that defines how the signal will fade out and fade back in. |
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