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Rendering Effects

You can render one or more effects that have been applied to sound, music, or motion objects prior to packaging them into SoundBanks. This saves on processor power during gameplay, but prevents you from bypassing the effect using the Bypass FX event or from using RTPC curves on these effects.

When you render an effect within an effect chain, all previous effects will automatically be rendered as well. For example, let's say you have a sound object with the following three effects applied to it:

  • Matrix Reverb

  • Parametric EQ

  • Compressor

If you select the render option for the Parametric EQ effect, both the Parametric EQ and Matrix Reverb effects will be rendered prior to packaging into SoundBanks.

[Note] Note

All the Wwise effect plug-ins, including Delay and SoundSeed Impact, must be rendered when using on the Wii platform. When you apply effect instances to objects that are linked on multiple platforms, you must render these effects so that they can be used on the Wii. Refer to the Overview for a complete list of effects that need to be rendered on each of platform.

To render an effect:

  1. Load an object into the Property Editor.

  2. Switch to the Effects tab.

    [Note] Note

    If the object is not a top-level object, you must select the Override parent option before you can set the Effect options.

  3. In the Effects table, select the Render option for each effect that you want to render.

    The selected effect(s) as well as all previous effects will be pre-rendered on the object when the SoundBanks are generated.

    [Note] Note

    For more information on generating SoundBanks, refer to Generating SoundBanks for a Project.


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