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Game Object 3D Viewer

The Game Object 3D Viewer is a three-dimensional dynamic visual representation of the game objects (emitters and listeners) in a game.

[Tip] Tip

By default in Wwise, you can switch to the Game Object Profiler layout by pressing F12.


[Tip] Tip

In the 3D Viewer, you can right-click and drag to zoom in and out. In User Camera mode, you can also left-click and drag to rotate the camera around the center point.

Interface Element

Description

Filtering Toolbar

The filtering toolbar allows you to reduce the amount of information displayed in the view so you can focus on specific elements.

Unlink Filter: Allows you to disable synchronization between multiple filter views.

Text Filter: Allows you to filter content by specifying the text. The specified words are matched with the beginning of names or strings found in content. Each additional word refines the results. This match is not case sensitive. For advanced usage, refer to Using Profiler Filter Expressions.

Object Filter: Allows you to filter content by specifying the Wwise object. The specified Wwise objects, from the project, are used to match content from the view. Additionally, object relations, such as parent-children relations and output bus relations, are also used to match content.

Browse Object Filter: Shows a project explorer browser to select an object to filter.

Mute/Solo Filtering: When enabled, the objects with Mute activated are removed from the results, and the objects with Solo activated are exclusively displayed.

Reset Filter:Clears all filters, including the text filter and the object filter.

Options: Displays additional actions.

Refer to Filtering in the Profiling Views for further details.

Game Object Filter

(Enable/Disable)

Enables/disables the filter, both in the Game Object List and in the 3D Viewer. When a new filter is created, it is enabled by default.

(Selector)

Allows you to create a new Game Object Filter by selecting Name or ID and entering either a game object name or ID. The filter will be applied to the Game Object List and to the 3D Viewer.

To remove a filter from the list, select the Remove option.

Game Object List

(Pin/Unpin)

Pins/unpins an object in the Game Object List. A pinned object is displayed in the list and in the 3D Viewer, regardless of the Game Object Filter.

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.

Emitting Voices The number of voices emitted by the game object.
Listening Voices The number of voices listened to by the game object. Refer to Integrating Listeners for more information.
Virtual Voices The number of virtual voices.
ID The ID of the Game Object, as specified at registration.
Registered The registration timestamp of the game object. Refer to Registering Game Objects for more information.
Unregistered The unregistration timestamp of the game object. Refer to Registering Game Objects for more information.
3D Viewer

Indicates the camera option currently being used. You can choose one of the following options:

  • User Camera 1 to switch to Camera 1, which you can move freely around the center point.

  • User Camera 2 to switch to Camera 2, which you can move freely around the center point.

  • Front to position the camera to the front of the game geometry.

  • Top to position the camera above the game geometry.

  • Left to position the camera to the left of the game geometry.

  • First Person to enable first-person shooter type controls.

Returns the camera to its default position.

Displays a list of game objects from which you can choose one on which the camera will be centered.

Sets the camera to follow the selected game object during capture.

Adjusts the Game Object 3D Viewer to show all followed game objects.

Opens the Game Object 3D Viewer Settings in which you can select which types of game objects are displayed and which are hidden.

3D Viewer

A graphical representation of the relative locations of game objects in a three-dimensional space.

(Axis indicator)

Indicates the camera orientation according to the three axes.

The following camera movement is possible:

  • Click and drag to rotate (only in User Camera mode).

  • Ctrl+click and drag to pan.

  • Right-click and drag to zoom.

  • In First Person camera mode, the following camera movement is possible:

    • Press WASD or the arrow keys to move the camera.

    • Click and drag to orient the camera.

    • Hold Shift to move faster.

    • Right-click and drag or use the mouse center wheel to zoom in and out.

Indicates an emitter Game Object.

Indicates a Game Object that is both an emitter and a listener.

Spatial Audio

Indicates a Game Object that is a Spatial Audio Room which is an Emitter and a Listener.

Indicates a Spatial Audio image source created with the Reflect plug-in Effect. They represent the position from where the reflected sound will be emitted. They can come in three different colors depending on the order of reflection; first order, second order or higher orders.

Indicates the virtual position of a Spatial Audio emitter created from either diffraction or sound propagation through a Spatial Audio Portal. The virtual emitter icon will take the color of the path it is created from.

Spatial Audio Geometry

Indicates geometry registered through Spatial Audio. These geometries can reflect sound with the Reflect Effect plug-in and/or diffract sound with diffraction-enabled Spatial Audio Emitters. They can appear as solid colored blocks or wire frames. Depending on the Acoustic Texture applied, each surface will take the color set in Wwise for that specific texture. See Setting Colors to know more about how to set a Wwise object color.

Spatial Audio Portal

Indicates openings in Spatial Audio Rooms. They appear in the 3D viewer as a colored ribbon. The sound can travel in the area that is not colored. The color of the Portal will change if it is opened or closed (Disabled).

Reflection Paths

These paths represent sound reflecting from Spatial Audio Geometry while traveling from Reflect-enabled Spatial Audio Emitters to the Spatial Audio Listener. They can be set to three different colors to represent first order, second order and higher order reflections. The order of reflection is tied to the number of surfaces a sound path reflects from before reaching the listener.

If the Geometry is diffraction-enabled, it is possible to observe diffracted reflection paths. There are two types of diffraction: view zone diffraction and shadow zone diffraction.

Shadow zone diffraction occurs when the reflection point is obstructed from the Spatial Audio Listener by a diffraction-enable Geometry. At the edge of the Geometry, you can see a percentage of diffraction. It represents the amount of filtering applied to the reflected sound from the diffraction. The more filtering is applied, the more the path will become transparent

View zone diffraction occurs when the diffraction-enabled Geometry ends. The reflection point will snap on the edge of the Geometry and a diffraction percentage and level will appear on the path. The more the sound is filtered by these parameters, the more it will become transparent.

Diffraction Paths

These paths represent the sound traveling from diffraction-enabled Spatial Audio Emitters to the Spatial Audio Listener positioned behind diffraction-enabled Geometry. At each edge of the Geometry, you can see a percentage of diffraction. It represents the amount of filtering applied to the sound. The more a sound is filtered, the more the path will become transparent.

Sound Propagation Paths

Represent the sound traveling from a Spatial Audio Emitter to the Spatial Audio Listener when they are in different Rooms. Sound Propagation Paths always pass through Portals. The percentage placed at the portal opening is proportional to the amount of filtering that is applied to the emitted sound.


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