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In the Effects tab for Audio Devices, you can apply up to four Effects to an Audio Device if you have the Mastering Suite and/or the GME Real-time Voice Service plug-ins. Each plug-in provides a corresponding Effect type: Mastering Suite and Tencent GME Session, respectively.
The Mastering Suite has limitations. If you use the Mastering Suite Effect type, you can only add a single Effect and you must add it to the final slot (other Effect types do not have the same restrictions). Refer to Mastering Suite and Understanding the Voice Pipeline for more information.
When applying Effects in Wwise, be aware that a voice can go through the following four levels of Effects:
Up to four Effects can be applied to the voice in the Actor-Mixer or Interactive Music hierarchies, but remember that child objects can also override their parent objects' Effects.
Up to four Effects can be applied to each Audio Bus and Auxiliary Bus in the bus hierarchy output path.
Up to four Effects can be applied to the final master bus (the Master Audio or the Master Secondary Bus).
Up to four Effects can be applied to Audio Devices.
This means that a chain of potentially many Effects will be applied to the final output. You can do a couple of things to manage these Effects:
Use the Mode option to set the Effect as a ShareSet, through which you can adjust multiple instances of the same Effect simultaneously. You can also set the Mode to Custom to apply specific settings to an individual Effect instance, as needed.
Select the Bypass check box to temporarily remove the Effect, and clear the check box to restore the Effect as desired. This is useful in testing, when you want to establish the impact of the Effect. You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.
Note | |
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Effects on Audio Devices are slightly different from Effects on objects in the Interactive Music Hierarchy, the Actor-Mixer Hierarchy, or Audio Busses. Be aware of the following:
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General | ||||
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Interface Element |
Description | |||
[name] |
The name of the object. | |||
Displays the object's color. Clicking the icon opens the color selector. Select a color to apply it to the object. When you choose a color for an object, a palette icon appears on the selected square, as well as a yellow triangle in the lower-right corner, as shown. To inherit the parent object's color, select the square at the far left of the color selector. | ||||
Indicates the number of elements in your project that contain direct references to the object. The icon is displayed in orange when references to the object exist, and in gray when no references exist. Selecting the button opens the Reference View with the object's name in the References to: field. | ||||
Notes |
Any additional information about the object properties. | |||
Sets the display of the Property Editor's selected tabs. By default, there is one panel that displays a single selected tab. You can, however, click a splitter button to display two panels, divided horizontally or vertically. The selected option is highlighted with a background color. You cannot open the same tab in both panels. If you try to open the same tab in both panels, the first panel automatically opens a different tab.
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Effects | ||||
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Interface Element |
Description | |||
Click the Configure Columns... shortcut (right-click) option from the column header band. The Configure Columns Dialog opens. Specify which columns to display and their order. | ||||
Effects | ||||
(Selector) |
The list of Effects and corresponding instances that can be applied to Audio Devices. You must first install at least one of the following plug-ins through the Audiokinetic Launcher:
To remove an Effect, select None. | |||
ID |
The identification number assigned to the Effect. For Mastering Suite Effects, you can only add a single Effect, and you must place it in the final slot. | |||
Effect |
The type of Effect applied to the Audio Device. | |||
Name |
The name of the Effect instance applied to the Audio Device. The Effect instance can be a ShareSet or a custom instance of a ShareSet. All Effect instances for the selected Effect type appear in the corresponding list. | |||
Prev. |
Selects the previous ShareSet in the Effects hierarchy. | |||
Next |
Selects the next ShareSet in the Effects hierarchy. | |||
Mode |
Determines whether the Effect instance is shared. The mode can either be:
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(Location in Hierarchy) |
Displays the location of the ShareSet in the Effects hierarchy. If it is a custom instance of the Effect, it shows the name of the custom instance. | |||
Bypass |
Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect. This option is useful in the following scenarios:
You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events. Default value: false | |||
Edit |
Opens the Effect Editor, in which you can edit the properties of the selected Effect instance in real time. | |||
Bypass All |
Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects. This option is useful in the following scenarios:
You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events. Default value: true |
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