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You can use the Game Object 3D Viewer Settings to specify what information will be displayed in the Game Object 3D Viewer.
Interface Element |
Description |
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Game Objects | ||
Name |
Determines whether the name of the game object is displayed in the 3D Viewer. |
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Position Text |
Determines whether the coordinates of the game object are displayed in the 3D Viewer. |
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Input Channels |
Indicates which channels are emitted for each position of a given Game Object.
Toggling the Input Channels option on will show the channel mask for each position of a given Game Object if these positions only use a subset of the possible source channels. For example, when the Game Object positions are set using the AkChannelEmitter version of
Toggling the Input Channels option on does not result in any noticeable change if all channels are emitted from all positions of a given Game Object. |
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Front Axis |
Determines whether an arrow aligned with the front axis of the game object is displayed in the 3D Viewer. This arrow is shown in the same color as the Z axis. |
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Top Axis |
Determines whether an arrow aligned with the top axis of the game object is displayed in the 3D Viewer. This arrow is shown in the same color as the Y axis. |
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Axis Length |
The length of the top and front axes indicating emitter or listener orientation.
Default value: 1 |
|
Dot Size |
Multiplies the size of the Game Object dot or icon.
Default value: 1 |
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Voices | ||
Radius |
Determines whether the attenuation radius of the voice, if any, is displayed in the 3D Viewer. |
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Cone |
Determines whether the attenuation cone of the voice, if any, is displayed in the 3D Viewer. |
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Name |
Determines whether the names of the Attenuation ShareSets used, if any, are displayed in the 3D Viewer. |
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First Person Camera | ||
Speed |
Determines the speed of camera movement.
Default value: 1 (approximately 33.3 units per second) |
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Shift Acceleration Factor |
Multiplier used to determine the acceleration when holding Shift and moving the camera.
Default value: 3 |
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Invert Mouse |
Inverts the up and down directions when using the mouse. |
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General | ||
Floor Plane |
The plane used as the floor of the graph in the 3D Viewer. The following options are available:
|
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X-Y-Z Axis |
Determines whether the axis indicator is displayed in the 3D Viewer. |
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Floor Grid |
Determines whether a grid on the floor plane is displayed in the 3D Viewer. |
|
Grid units |
The spacing between the lines of the floor grid.
Default value: 1 |
|
Grid size |
The width of the floor grid.
Default value: 2,000 |
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World Scaling |
A ratio that adjusts game units to make it easier to draw objects in the Game Object 3D Viewer. Specifically, it will modify the zoom and can help you achieve the proper zoom when game units are very large or small.
Default value: 1 |
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Spatial Audio | ||
Portal Transparency |
Adjusts visibility of Spatial Audio Portals within the Game Object 3D Viewer, where 0 is opaque and 1 is fully transparent.
Default value: 0.5 |
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Geometry Transparency |
Adjusts visibility of the Spatial Audio Geometry within the Game Object 3D Viewer, where 0 is opaque and 1 is fully transparent.
Default value: 0.5 |
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Diffraction Edge Axis Length |
Adjusts the length of the diffraction edge's normal vectors.
Default value: 10 |
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Wire Frame |
Determines if Portals and Geometry are displayed as transparent wire frames or as solid colored texture. |
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Reflection Paths |
Determines whether reflection paths are displayed in the 3D Viewer. These paths are created with the Reflect Effect plug-in. They represent the path the emitted sound takes to reach the listener after reflecting on the Spatial Audio Geometry. |
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Reflection Image Sources |
Determines whether image sources are displayed in the 3D Viewer with an icon. They represent the position of image sources created with the Reflect Effect plug-in. |
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Sound Propagation Paths |
Determines whether sound propagation paths are displayed in the 3D Viewer. They represent the path the emitted sound takes to reach the listener after going through a Spatial Audio Portal. |
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Geometric Diffraction Paths |
Determines whether geometric diffraction paths are displayed in the 3D Viewer. They represent the path the emitted sound takes to reach the listener after diffracting on the diffraction enabled edges of Spatial Audio Geometry. |
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Diffraction Edges |
Determines whether diffraction edges are displayed on the Spatial Audio Geometry in the 3D Viewer. |
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Portal Info |
Determines if captured Portal information, such as the name, orientation, and obstruction level, is displayed. |
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Closes the Game Object 3D Viewer Settings dialog box. |
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