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The Property Editor contains the properties and behavior options for the selected playlist container. Music playlist container properties, such as volume and low pass filter, determine how the music sounds in your game. Music playlist container behaviors, such as tempo and time signature, allow you to define a unit of measurement by which the music can be partitioned.
The Property Editor is divided into three separate areas. The first area includes all the absolute properties, such as output routing. The middle area includes all the relative properties, such as volume and low pass filter. The last area, on the right, includes all the behaviors.
For a complete description of absolute and relative properties, refer to About Properties in the Interactive Music Hierarchy.
For a description of the properties on the Conversion Settings, Effects, Positioning, RTPC, States, Transitions, Stingers, MIDI and Advanced Settings tabs, refer to Common Properties.
General | |||||||
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Interface Element |
Description |
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Name |
The name of the object. |
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PF |
Determines whether the object is included or excluded from the current platform. When selected, the object is included in the current platform. When unselected, the object is not included. When this option is unselected, the property and behavior options in the Property Editor become unavailable. |
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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 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. |
Output Bus | |||||||
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Interface Element |
Description |
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Override parent |
Determines whether the routing will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the output controls are unavailable. If the object is a top-level object, this option is unavailable. |
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Bus |
The audio bus in the Master-Mixer hierarchy through which the object is routed. This option is unavailable when the object is inheriting the output properties from the parent. The audio bus can be unlinked to create a different routing path on a specific platform. For more information, see To unlink the output routing for the current platform:. |
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Opens the Project Explorer - Browser where you can select the audio bus through which the object will be routed. |
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Volume (to Output Bus) |
The attenuation or amplitude of the signal routed to the audio output bus. Default value: 0
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Low Pass Filter (to Output Bus) |
A low pass filter for the signal routed to the audio output bus. 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 |
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High Pass Filter (to Output Bus) |
A high pass filter for the signal routed to the audio output bus. 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 |
Game-defined Auxiliary Sends | ||||
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Interface Element |
Description |
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Override Parent |
Determines whether the game-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the game-defined auxiliary controls are unavailable. If the object is a top-level object, this option is unavailable. |
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Use game-defined auxiliary sends |
Determines whether the object is using the game-defined auxiliary sends for the game object. A game-defined send is a combination of a auxiliary bus and a send volume. Enable this option to have the object affected by the values coming from the game for the following functions:
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Volume (Game-defined auxiliary sends) |
Determines the attenuation on the game-defined auxiliary sends volumes set for the game object. Use this volume to offset game-defined auxiliary send values. Default value: 0
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User-defined Auxiliary Sends | |||||||
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Interface Element |
Description |
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Override Parent |
Determines whether the user-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the user-defined auxiliary controls are unavailable. If the object is a top-level object, this option is unavailable. |
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ID column (User-defined Auxiliary Sends) |
Determines the ID of the user-defined auxiliary sends. Up to 4 different sends can be added. |
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Auxiliary Bus column (User-defined auxiliary sends) |
Determines the Auxiliary bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses objects. To add an auxiliary send:
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[...] column (User-defined auxiliary sends) |
Allow to select an auxiliary bus from the Master-Mixer hierarchy. |
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Volume column (User-defined auxiliary sends) |
Determine the attenuation of the signal sent to the auxiliary bus. Default value: 0
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Time Settings | |
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Interface Element |
Description |
Override parent |
Determines whether the time settings behaviors will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the time settings controls are unavailable. If the object is a top-level object, this option is unavailable. |
Tempo |
The speed or pace of the music object. This setting should match the tempo of the original music source. The tempo and time signature settings define the timeline ruler in the Music Editor, so you can easily position sync points at the next beat, bar, or grid. Default value: 120 Range: 1 to 400 Units: BPM |
Time Signature |
The number and length of beats to the bar. This setting should match the time signature of the original music source. Default value: 4/4 |
Grid | |
Frequency |
Specifies an arbitrary method by which the music segment can be virtually partitioned. By adding another level of granularity to the music segment, you have a great deal of flexibility to determine sync points for music transitions, state changes, and stingers. The Frequency and Offset settings define the behavior of the Next Grid option for state changes, transitions, and stingers. |
Offset |
Creates an offset to the frequency value. You can select a standard offset value from the list or create a custom offset in milliseconds. |
Music Playback | ||||
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Interface Element |
Description |
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Playback Speed |
Adjusts the speed at which the music object's contents are played:
The playback speed effects different media types differently:
Default value: 1
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