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Random/Sequence Container Property Editor

The Property Editor contains the properties and behavior options for the selected Random or Sequence Container. Object properties determine the characteristics of the sound and motion objects when they are played in-game. Object behaviors determine which sound and motion objects are played back at any given point in the game.

The Property Editor is divided into three separate areas. The first area includes all the absolute properties, such output routing. The middle area includes all the relative properties, such as volume and pitch. 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 Project Hierarchy.

For a description of the properties on the Source Settings, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Properties.

[Note] Note

The properties and behaviors for the Random and Sequence Containers are displayed in the same Property Editor.

Refer to Understanding the Voice Pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and effects are being applied.

General

Interface Element

Description

Inclusion

Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations.

When this option is unselected, the property and behavior options in the Property Editor become unavailable.

Name

The name of the object.

Notes

Any additional information about the object properties.

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.

[Tip] Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note] Note

Mute and Solo are designed to be used for monitoring purposes only and are not persisted in the project or stored in the SoundBanks.

Relative Properties

Interface Element

Description

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
Range: -200 to 200
Units: dB

[Note] Note

The default slider range is from -96 to +12 dB. You can go over those limits by entering the value directly or by rolling the mouse while the focus is on the edit control.

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
    Range: -2,400 to +2,400
    Units: Cents

  • 1,200 cents is equivalent to one octave.

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
Range: 0 to 100
Units: Percent
(For more detail, see Wwise LPF Value Cutoff Frequencies.)

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
Range: 0 to 100
Units: Percent

The High-pass Filter is not available on the Vita Hardware platform.

Output Bus

Interface Element

Description

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.

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:.

Opens the Project Explorer - Browser where you can select the Audio Bus through which the object will be routed.

Volume (to Output Bus)

The attenuation or amplitude of the signal routed to the audio output bus.

Default value: 0
Range: -200 to 200
Units: dB

[Note] Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

[Tip] Tip

When using the User-Defined Auxiliary Sends in a wet/dry mix scenario, the Output Bus Volume would be associated with the dry level, as opposed to the auxiliary send volume, which would relate to the wet level. Use an RTPC on Output Bus Volume and Auxiliary Send Volumes to control the balance from the game.

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
Range: 0 to 100
Units: Percent

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
Range: 0 to 100
Units: Percent

Game-defined Auxiliary Sends

Interface Element

Description

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.

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 an 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:

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
Range: -200 to 200
Units: dB

[Note] Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

User-Defined Auxiliary Sends

Interface Element

Description

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.

Click the Configure Columns... shortcut (right-click) option from the column header band.

The Configure Columns Dialog opens. Specify which columns to display and their order.

ID column (User-Defined Auxiliary Sends)

Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added.

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:

  1. Click the selector [...] button

  2. Select an Auxiliary Bus from the Master-Mixer Hierarchy

  3. Click OK

  4. Set the send volume for this newly added send

[Note] Note

Auxiliary Busses can be created anywhere in the Master-Mixer Hierarchy as children of an existing Bus or an existing Auxiliary Bus.

[Tip] Tip

You can drag and drop an Auxiliary Bus object from the Project Explorer to the User-Defined Auxiliary Sends list to quickly add a send.

[...] column (User-Defined Auxiliary Sends)

Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy.

Volume column (User-Defined Auxiliary Sends)

Determine the attenuation of the signal sent to the Auxiliary Bus.

Default value: 0
Range: -200 to 200
Units: dB

[Note] Note

The default slider range is from -96 to +12 dB. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

[Note] Note

This control is only active when an Auxiliary Bus is selected for a specific send entry.

Random/Sequence Container Specific

Interface Element

Description

Initial Delay

Initial Delay

Initial delay applied before playing (in seconds). This delay will be added to parents and children Initial delay.

[Note] Note

This delay changes the behavior of a container in Trigger rate mode as the delay of its children will be applied additionally to the Trigger rate duration.

Scope

Global

All instances of the container used in the game are treated as one object so that repetition across game objects is avoided.

For example, when a group of characters within your game all use the same sentences, you can use the Global option to ensure, using the Random, Shuffle, and Step features, that a different sentence will be spoken each time a character speaks.

Game object

Each instance of the container is treated as a separate entity and therefore no sharing occurs across game objects.

Play Type

Random

Defines the container as a Random Container, which means that objects within the container will be played back in a random order. There are two different modes of random playback: Standard and Shuffle.

Standard

Keeps the pool of objects within the container intact.

After an object is played, it is not removed from the possible list of objects that can be played and can therefore be repeated.

Shuffle

Removes objects from the pool after they have been played. This option avoids repetition of sounds until all objects have been played.

The last object played cannot be repeated when the list is reset.

Avoid repeating last x played

Determines how many other objects must be played before an object can be repeated.

The behavior of this option is affected by whether you are in Standard or Shuffle mode.

In Standard mode, the object played is selected completely randomly, but the last x objects played are excluded from the list.

In Shuffle mode, when the container is looped, the last x objects played will be excluded from the list.

If you have a non-looping Random Container that is set to shuffle and continuous, the “Avoid repeating last x played” option has no effect on the playback of your container.

 

Sequence

Defines the container as a Sequence Container, which means that objects within the container will be played according to a user-specified playlist.

At end of playlist:

Defines the playback behavior of the sequence after it has played the last object in the playlist. There are two options to choose from:

Restart - Plays the list in its original order, from start to finish, after the last object in the playlist is played.

Play in reverse order - Plays the list in reverse order, from last to first, after the last object in the playlist is played.

Play Mode

Step

Plays only one object in the container each time it is played.

Continuous

Plays the complete list of objects in the container each time it is played.

Always reset playlist

Determines whether playback continues or returns to the beginning of the playlist when a container is replayed after being stopped during playback.

If selected, the container returns to the beginning of the playlist. If unselected, the container will begin playback at the next object in the playlist.

 

Loop

Enables controls that define the number of times the container will be played.

Infinite

Specifies that the container will be repeated indefinitely.

No. of loops

The number of times the container will be played.

Default value: 2
Range: 1 to 32,767

 

Transitions

Enables controls that allow you to create and define a transition between the objects in the container.

Type

A list of transitions that can be applied between objects in the container.

There are four options to choose from:

  • Xfade (amp) - Adds a crossfade between two objects using constant amplitude.

  • Xfade (power) - Adds a crossfade between two objects using constant power.

  • Delay - Adds a silence between two objects.

  • Sample accurate - Creates seamless transitions with no latency between objects.

  • Trigger rate - Determines the rate at which new objects within the container will be played. This option is useful for simulating rapid gun fire.

  • There are some limitations and restrictions when using crossfade, sample accurate, and Trigger rate transitions. Minimal transition time when in Trigger rate mode is rounded up to 22 ms if a lower value is specified.

Duration

The length of the crossfades or delay between clips. If Trigger rate is selected as the transition type, the duration defines the amount of time that will pass before the next sound is triggered.

The Duration slider is unavailable when the Sample Accurate option is selected.

Default value: 1
Slider range: 0 to 10
Input range: 0.000 to 60.000
Units: Seconds

The maximum duration of a crossfade is equal to half the duration of the sound. In cases where the crossfade time is longer than half the duration of the sound, the crossfade duration is automatically adjusted to the maximum allowed. This automatic adjustment is performed by the sound engine at run time. Wwise does not limit or indicate that the crossfade time is too long for some of the sounds in the container.


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