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This Property Editor contains the properties and behavior options for the selected Motion FX object. Object properties, such as pitch and volume, determine intensity and speed of the motion effects in-game. Object behaviors, such as looping and streaming, determine how motion effects are played at any given point in the game.
Motion FX objects are similar to sound objects, but instead of representing sounds, they represent the individual motion assets that you have created for your project. Each Motion FX object contains a source, which defines the actual motion content that will be played in-game. In Wwise, there are two different types of sources: a motion source based on an audio file and a plug-in source.
The General Settings tab of 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 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 Property Tabs: Actor-Mixer Objects.
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 | ||
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Interface Element |
Description |
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Inclusion
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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. |
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Name |
The name of the object. |
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Notes |
Any additional information about the object properties. |
Relative Properties | ||||
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Interface Element |
Description |
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Voice Volume |
The attenuation (level or amplitude) applied on the current object before it is 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:
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 |
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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 The High-pass Filter is not available on the Vita Hardware platform. |
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.
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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 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: |
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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.
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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. |
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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. 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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Motion FX Specific | |||||||
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Interface Element |
Description |
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Initial Delay | |||||||
Initial Delay |
Initial delay applied before playing (in seconds). This delay will be added to parents and children Initial delay.
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Behaviors | |||||||
Loop |
Enables controls that define the number of times the motion object or defined loop region in the file will be played. |
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Infinite |
Specifies that the motion object or defined loop region in the file will be repeated indefinitely. |
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No. of loops |
The number of times the motion object or defined loop region in the file will be played.
Default value: 2 |
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Stream |
Enables controls that allow you to stream the motion data played in game directly from game media. |
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Zero latency |
Creates a small buffer consisting of the beginning portion of the motion data file that covers the latency time required to fetch the rest of the file. This enables the entire streamed motion data to be played back without delays. |
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Prefetch length (ms) |
The beginning portion of the motion data file, in milliseconds, that will be loaded into memory in order for the streamed motion data to be played back with zero latency.
Default value: 100 |
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