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Advanced Settings Tab: Audio Busses

The properties of the Advanced Settings tab for all Master-Mixer Hierarchy objects, save Auxiliary Busses, allow you to specify the overall number of sound, music, and/or motion instances that can be passed through a bus simultaneously.

General

Interface Element

Description

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.

Advanced Settings

Interface Element

Description

Playback Limit

Ignore parent

Determines if the current object and its children are considered part of the parent's playback limit (unchecked) or defined at this level (checked). If the object is a top-level object, this option is unavailable.

Limit sound instances to:

The number of sound or motion instances within the same hierarchical structure that can play simultaneously.

When limit is reached:

Determines what happens when the playback limit is reached. You can select one of the following options:

  • Kill voice for lowest priority: Stops playing instance with the lowest priority. When an object is killed, a small fade out of a few milliseconds is performed.

  • Use virtual voice settings for lowest priority: Sets the sound with the lowest priority to adopt its virtual voice behavior. Refer to the Virtual voice behavior row in this table.

    Keep in mind that each entity can override its own behavior so that the virtual behavior of a sound can still be to discard the sound or to continue to play.

When priority is equal:

Determines what happens when the playback limit is reached and there is more than one object with the lowest priority. You can select one of the following options:

  • Discard oldest instance to discard the oldest playing instance with the lowest priority.

  • Discard newest instance to discard the newest playing instance with the lowest priority.


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