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Voices Graph

The Advanced Profiler - Voices Graph tab displays the optimized bus hierarchy as it exists in the lower engine at runtime for each of the voices or playback instances managed by the sound engine.

Interface Element

Description

Filter

Filters the graph view.

The first field displays whatever project structure item is selected through the Project Explorer - Browser, prompted by clicking the browse button to the right, where you can navigate to the location which you wish to display.

The next field is directly editable. Enter any series of characters in the field, including numbers, letters, underscores, or spaces. Wwise filters from view all elements in the graph without a matching pattern of characters somewhere in their path.

[Note] Note

Double-clicking a listed game object in the Emitter-Listener tab will open the Voices Graph tab filtered by that game object ID.

View

Click the View select button to show or hide from the graph the following elements:

  • Game Objects: Displays or hides the Game Objects in the graph view.

  • Events: Displays or hides the Events in the graph view.

  • Targets: Displays or hides the Targets in the graph view.

    A Target refers to the object targeted for playing by the Event. The playing of the Target object triggers its child sources. In the case where a Random Container is the Target, enabling this view option will show both the Random Container targeted by the Event and the resulting source object.

  • Virtual Voices: Displays or hides the virtual voices in the graph view.

  • Devices: Displays or hides the final output devices in the graph view.

  • Volumes: Displays or hides the Volume values in the graph view.

  • LPF: Displays or hides the LPF values in the graph view.

  • HPF: Displays or hides the HPF values in the graph view.

Graph view

Displays the structure and contents of each voice generated by the sound engine. For more information, see the Graph view section below.

Graph view

Information about the elements played in-game is displayed in the graph. While the elements could be essentially any variety of Wwise object, they are displayed from left to right in order of their relationship starting with game objects, moving through possible Events and their targets (such as containers, States, and Switches), to sound and music objects, and finally the bus structure output.

[Tip] Tip

You can click any element in the graph to open it in the Property Editor.


[Note] Note

Only mixing busses are displayed. Refer to Mixing Versus Non-Mixing Busses for more information on the distinction between these two types of busses.


[Note] Note

For the optimized bus hierarchy of motion objects to appear in the Voices tab, you need the appropriate motion device drivers installed on your workstation.

The relationship between each element within the structure is displayed with lines, along with information about the element. For example:

  1. A named blue rectangle below an object or bus indicates an applied Effect.
  2. A gray rectangle next to the name of an Event or object with a multiplier sign and a digit indicates the number of instances.
  3. Light gray rectangles below the name of an object or bus with numbers and icons indicate the relative volume level (in decibels), low-pass filter (0-100), and high pass filter (0-100).
  4. Pointing on an object highlights its entire path: parent objects, child objects, and connection lines. A dotted line connects an audio object to an Auxiliary Bus.
    [Note] If the dotted line is red...

    A red dotted line indicates latency. Next to the volume output, the amount of latency appears in ms.

    This happens when an Auxiliary Send goes to an Auxiliary Bus that is already mixing in the current audio frame. Wwise must wait for the next audio frame to include the send in the mix. To avoid this possibility, do not direct Auxiliary Sends to Auxiliary Busses lower in the hierarchy.

  5. Light gray rectangles on connections indicate relative volume, low-pass filter and high pass filter parameters applied to that connection.
  6. A dark gray rectangle behind a group of one or more elements in the graph is the game object. A smaller lighter gray rectangle on its upper left gives the game object name.
  7. A light gray rectangle next to the name (which will be grayed out), labeled Virtual, indicates it is a Virtual Voice.

The data in the Voices Graph tab is collected only once per capture period. You can, however, use the time cursor to navigate through the Performance Monitor to display data at different time periods.

[Tip] Tip

Everywhere game objects are listed, such as in the Game Object Explorer, the Capture Log, or the Voices and Voices Graph tabs of the Advanced Profiler, there is a specific shortcut menu with the following options:

  • Add Game Object to Game Object Watch List - By ID: Adds a watch on the selected game object's ID. Learn more about watches in the Watches Tab page.
  • Add Game Object to Game Object Watch List - By Name: Adds a watch on the selected game object's name. Learn more about watches in the Watches Tab page.
  • Mute Game Object: Mutes all objects under this game object.
  • Unmute Game Object: Removes the mute on all objects under this game object.
  • Solo Game Object: Implicitly mutes all objects under other game objects.
  • Unsolo Game Object: Removes the implicit mute from all objects under other game objects.
  • Search Game Object in Voice Graph: Opens the Voices Graph tab of the Advanced Profiler with its Filter set to the specified game object.


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