Filtering Toolbar |
The filtering toolbar allows you to reduce the amount of information displayed in the
view so you can focus on specific elements.
Refer to Filtering in the Profiling Views for further details.
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Game Object
Filter |
(Enable/Disable)
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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.
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(Selector)
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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.
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Game Object
List |
(Pin/Unpin)
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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. |
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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.
check_circle |
Tip |
Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.
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info |
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.
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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 |
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Indicates the camera option currently being used. You can
choose one of the following options:
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User Camera 1 to switch to
Camera 1, which you can move freely around the center point.
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User Camera 2 to switch to
Camera 2, which you can move freely around the center point.
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Front to position the camera
to the front of the game geometry.
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Top to position the camera
above the game geometry.
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Left to position the camera
to the left of the game geometry.
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First Person to enable
first-person shooter type controls.
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Returns the camera to its default position.
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Displays a list of game objects from which you can choose one
on which the camera will be centered.
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Sets the camera to follow the selected game object during
capture.
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Adjusts the Game Object 3D Viewer to show all followed game
objects.
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Opens the Game Object 3D Viewer Settings in
which you can select which types of game objects are displayed and
which are hidden.
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3D Viewer
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A graphical representation of the relative locations of game
objects in a three-dimensional space.
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(Axis indicator)
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Indicates the camera orientation according to the three axes.
The following camera movement is possible:
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Click and drag to rotate (only in User Camera mode).
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Ctrl+click and drag to pan.
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Right-click and drag to zoom.
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In First Person camera mode, the following camera movement is possible:
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Press WASD or the arrow keys to move the camera.
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Click and drag to orient the camera.
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Hold Shift to move faster.
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Right-click and drag or use the mouse center wheel to zoom in and out.
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Indicates an emitter Game Object.
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Indicates a Game Object that is both an emitter and a listener.
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Spatial Audio |
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Indicates a Game Object that is a Spatial Audio Room which is an Emitter and a
Listener.
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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.
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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.
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Spatial Audio Geometry
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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.
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Spatial Audio Portal
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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).
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Reflection Paths
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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.
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Diffraction Paths
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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.
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Sound Propagation Paths
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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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