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API calls: The number of calls from the API to the sound engine at that particular moment. The number of open calls includes separate calls to the same function. So, in one moment, there may be 5 different API functions called but a total number of calls that is much higher because of multiple different calls to the same function.
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Audio Thread CPU: The amount of the CPU used by the audio thread. Audio Thread CPU is based on a counter that starts when the audio thread wakes up for audio processing, and ends when the audio thread processing is done. Depending on the platform, and the priority of other threads running on the same CPU core, this number can get a lot higher than actual CPU usage of the sound engine. Still, you can trust it as a '% of audio capacity', meaning that if it gets close to 100% the audio will most likely starve.
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Command Queue Size: The current amount of memory allocated for storing commands that are sent from the game application to the sound engine. Commands are not displayed in the Capture Log. The default size of the command queue is 256 KB. The maximum value can be set in the Wwise SDK.
Examples: Play Event. RTPC = 50.
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Command Queue Used: The percentage of the command queue that is being used at any one time.
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DSP Usage: The percentage of the Digital Signal Processor that is being used at any one time.
This counter will only be displayed when certain platforms (PS4) are selected.
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Loaded Banks (Memory): The current size of the SoundBanks that have been loaded into memory.
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Loudness Momentary (Sync Group 1 to 4): Loudness Meter momentary (0.4-second rectangular time window) loudness level.
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Loudness Short-term (Sync Group 1 to 4): The Loudness Meter short-term (3-second rectangular time window) loudness level.
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Number of Active Events: The number of Events that have been posted by the game and have not yet reached their end number of active listeners.
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Number of Active Listeners: The number of active listeners.
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Number of Active Sends: The number of Game-defined or User-defined auxiliary sends that are active. A send .
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Number of Prepared Events: The number of Events that have been prepared using the
PrepareEvent()
function.
When an Event is prepared, only the media specifically associated with that Event gets loaded into memory.
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Number of Registered Objects: The number of game objects registered at any one time.
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Number of State Transitions: The number of transitions between States that are played at any one time.
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Number of Streams: The total number of streams open at any one time.
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Number of Streams (Active): The number of streams that are active. A stream is active when it required or was waiting for at least one I/O transfer in the last profiling frame.
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Number of Transitions/Interpolations: The number of fades/transitions/interpolations that are active at any one time.
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Number of Voices (Physical): The number of physical voices that are played at any one time.
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Number of Voices (Total): The number of audio voices or separate playback instances that are played at any one time (Physical + Virtual).
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Number of Voices (Virtual): The number of virtual voices in the virtual voice list at any one time.
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Output Peak: The peak output from the sound engine at any given time, in dB.
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Prepared Events (Memory): The amount of memory used by the Events that have been prepared. This value includes any media files that were loaded into memory as a result of the Event being prepared.
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Total Media (Memory): The total size of the media files that have been loaded into memory.
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Total Plug-in CPU: The amount of the CPU used for plug-ins at any one time.
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Total Reserved Memory: The total amount of memory reserved for the memory pools. This number includes memory reserved for the Default pool, the Lower Engine pool, and the memory pools that will contain media from loaded SoundBanks.
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Total Streaming Bandwidth: The total amount of streaming bandwidth that is used at any one time. This value includes both low-level I/O transfers and transfers from the Stream Manager's cache which don't require access to disk, and is therefore larger or equal to the Total I/O Bandwidth (Low-Level).
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Total Streaming Bandwidth (Low-Level): The total amount of streaming bandwidth that is used at any one time. This value takes low-level I/O transfers into account only, and excludes virtual transfers from cached data in the Stream Manager.
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Total Used Memory: The total amount of memory used by the memory pools at any one time.