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The Audio Device Editor contains a series of properties associated with an Audio Device. You can modify many of the properties in real time and insert Effects using the editor's Effects tab.
The following table describes all of the interface elements included in the Audio Device Editor for the System Audio Device.
General | ||||
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Interface Element |
Description | |||
[name] |
The name of the Audio Device. | |||
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. | ||||
Inclusion |
Determines whether the element is included in the SoundBanks when they are generated. When selected, the element is included. When unselected, the element is not included. To optimize your sound design for each platform, you might want to exclude certain elements on certain platforms. By default, this check box applies across all platforms. Use the Link indicator to the left of the check box to unlink the element. Then you can customize the state of the check box per platform. When this option is unselected, the property and behavior options in the editor become unavailable. Default value: true | |||
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 Audio Device. | |||
Sets the display of the Audio Device Editor's selected tabs. By default, there is one panel displaying only one selected tab. You can, however, click a splitter button to split the panel into two, either side by side or one on top of the other, for two different tabs. The currently selected option is highlighted with a background color.
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Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables. Click the Close icon to the left of the search icon to close the search field and remove the filter.
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Allow 3D Audio |
When selected, gives permission to the Audio Device to attempt to activate the 3D Audio features of the endpoint. Deselect this option to opt out of all 3D audio features.
Refer to Understanding Object-Based Audio for further details. Default value: false | |||
Main Mix Configuration for Binauralization |
When 3D audio is activated, this is the channel configuration assigned to the Main Mix when the endpoint is using 3D Audio technology optimized for binauralization, for example, when the user is using headphones. Default value: Use Game-Defined Settings | |||
Main Mix Configuration for Home Theater |
When 3D audio is activated, this is the channel configuration assigned to the Main Mix when the endpoint is using 3D Audio technology optimized for a physical home theater setup. Default value: Use Game-Defined Settings | |||
Allow System Audio Objects |
When 3D audio is activated, selecting this option allows the Audio Device to send System Audio Objects to the endpoint if the endpoint supports a number of Audio Objects greater than the specified threshold, (i.e., the value of Minimum System Audio Objects Required). Deselect this option to opt out of sending individual System Audio Objects. When deselected, Audio Objects are mixed to the Main Mix, while keeping their spatial characteristics. The resulting spatial accuracy will depend on the configuration of the Main Mix. Default value: true | |||
Minimum System Audio Objects Requirement |
Defines the minimum number of System Audio Objects that the endpoint must support for the sound engine to produce System Audio Objects. You can use this property to ensure a certain level of capacity for the system’s 3D audio. For example, setting this value to 50 will effectively disable the use of System Audio Objects for any platform that does not support at least 50 concurrent Audio Objects. This avoids the situation where attempting to play more objects than the system supports causes some of them to be mixed differently. When this occurs, the audio will sound different on each play. Therefore, you should set this value slightly higher than the number of System Audio Objects your game will play at any one time. Default value: 32 Range: 0 to 65535 | |||
Override Color |
Enables the Color slider to change the color chip of the selected objects. Default value: false | |||
Color |
See description above. | |||
Inclusion |
See description above. | |||
Audio > Effects |
Effects can be inserted or bypassed. | |||
Meters | Show the levels of the Main Mix, Passthrough Mix, and Audio Objects. | |||
Device Info | ||||
Is 3D Audio Active | Indicates whether the 3D Audio features of the endpoint are active. | |||
Is Passthrough Active |
Indicates whether the endpoint accepts a separate Passthrough Mix that bypasses 3D audio processing at the endpoint. | |||
Available System Audio Objects |
The number of System Audio Objects supported by the endpoint. | |||
System Audio Objects Used |
The number of System Audio Objects currently playing. | |||
Main Mix Channel Configuration |
Channel configuration of the Main Mix that is sent to the system endpoint. | |||
Passthrough Channel Configuration |
Channel configuration of the Passthrough Mix that is sent to the system endpoint. | |||
Main Mix Buffer Size |
The number of samples per audio frame. |
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