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To fully understand the values reported in the Voice Inspector, please take note of the following.
In general, if the same Driver is affecting Volume, LPF, and/or HPF, it will use only one line.
Project Value/SoundBank Value: Ordinary values modified by sliders (such as the main volume slider of any sound) are normally written in a SoundBank and loaded by the game. Those values are reported as "SoundBank Value" when the profiler is connected to a game. When the profiler is used without a game connection (just starting a capture), the base sound properties will be reported as "Project Value". When connected to a game, any adjustment to those values done after the capture is started counts as a "Live Edit".
Live Edit: Changing a property value while connected to a game will be reported as a Live Edit entry in the Contribution List corresponding to the offset applied. Therefore, if the original volume was -10 dB and the slider was moved to -4, the Live Edit will show +6 and the SoundBank Value will remain unchanged. However, the sum of both will reflect the real volume of -4 dB. This is also true of values changed while not connected to the game. When connecting, Wwise pushes the new changes to the game and they will also show up as Live Edit. This is useful to identify stale SoundBanks that should be regenerated.
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The Voice Inspector reports Live Edits differently depending on when you connect to a remote platform, when SoundBanks load, and whether you reconnect or recapture.
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Event Actions: When multiple Actions are concurrently active, Set/Reset Volume/LPF/HPF only displays the effective value. For example, imagine you have a Play Event of an explosion with a first Set Volume Action setting it to an Absolute 30 dB, then a second Set Volume Action with a delay of 10 seconds that has a Relative -20 dB. Some 10 seconds after the Event is triggered, under the explosion voice object node would be a Voice Vol entry of 10. Further investigation of Set Volume Actions can be done via the Capture Log.
Attenuation: The Volume, LPF, and HPF values of an Attenuation correspond to its emitter-listener pair (also known as a "ray") values. When there are multiple listeners or multiple positions, the Attenuation values represent the maximum Volume and the minimum filter values among all of the Attenuation's emitter-listener pairs. Expand the Attenuation object node and then its respective rays to view details on any applicable Distance Attenuation, Cone Attenuation, Obstruction, and/or Occlusion values, which combine to constitute a ray's values.
Source: Fade Ins and Fade Outs from the Source Editor are not reported because they are baked in the audio file at conversion time.
Fades: Fades from Events (Play, Stop, Mute, Unmute, Pause, and Resume) appear only while they are actively changing the volume. Once the fade is complete the line reporting the fade will disappear from the Contribution List. Each source of a fade is reported separately.
RTPC: Changes due to RTPCs are shown with the Game Parameter as the Driver and the value of the parameter at the current time will be listed in the Driver Value column. The corresponding change, once the RTPC curve transforms the value, appears in the Volume, LPF or HPF column.
States: Changes due to States will list the State Group in Driver column and the current State in the Driver Value column. The corresponding change to properties appears in the Volume, LPF or HPF column.
HDR Window: The attenuation applied to sounds due to the HDR window will be reported as a Voice Volume (HDR) item, with the HDR bus as the Driver and the HDR Window volume as the Driver Value. The actual volume change in dB will be reported in the Volume column.
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