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Transport Control

In the Wwise Transport Control you can play back and audition your audio or motion assets at each phase in the development process, and also go back to audition an imported but unconverted version of the original file when needed. You can also specify which objects you want to audition based on platform, and monitor the playback of fades and delays that you have applied.

The Transport Control contains standard playback controls and additional functionality to play back and monitor sound, music, and motion objects to which States, Switches, Triggers, or RTPCs have been applied. The following Wwise objects can be played back:

  • Sound SFX

  • Sound Voice

  • Containers

  • Events (not Dialogue Events)

  • Music Segments and Containers

When you select an object, an Event, or a container, it is automatically loaded into the Transport Control, and the name of the object with its associated icon is displayed in the title bar.

Interface Element

Description

Transport Controls

(Name)

The name and icon for the Wwise object that has been loaded into the Transport Control. The following Wwise objects can be added to the Transport Control:

Event

Sound SFX

Sound Voice

Random Container

Sequence Container

Blend Container

Switch Container

Music Segment

Music Playlist Container

Music Switch Container

(Pinned/Unpinned)

When selected, the currently loaded object is locked in the Transport Control, and new objects will not be loaded, even when you have other objects in the Property Editor.

Stops playback.

Pauses playback. Clicking this button a second time will resume playback.

Plays the object loaded into the Transport Control.

Hold Shift while clicking Play to have Wwise play the loaded object while bypassing its properties. That is, somewhat like a PFL (Pre-Fader Listen) found in some DAWs, Wwise will play the object without its hierarchical properties (including such things as volume, pitch, filters, delays, Effects, Auxiliary Sends, Attenuation Curves, RTPC curves, States, positioning, and bus routing), but with its behaviors (such as fades, trims, loop points, and random and sequence playback) still intact.

[Warning]Be Careful!

If you use the Play - Bypass properties shortcut, the resulting sound may be uncomfortably loud or off-pitch.

Clicking on the Transport's Play button plays the clip from the Play Cursor's position. Clicking on the Play button while a Play Cursor continues to run will add another Play Cursor that will concurrently play from the same starting position as the first Play Cursor.

(Transport Play Options)

Opens the Transport Play Options menu with the following options:

  • Play Originals and Play Converted

  • Only Play Objects Included in Platform

When Play Originals is selected, the object plays back in its original and pre-converted form. When Play Converted is selected, the converted version of the object is played back, if one exists.

[Note]Note

When you convert an audio file for a particular platform, it is converted to meet the specific hardware requirements of that platform. As a result, you may not be able to play back these converted files in Wwise if the authoring tool is running on a platform that does not support the file type.

When Only Play Objects Included in Platform is selected, only objects included in the selected platform are playable in the Transport Control.

Default values are Play Originals and Only Play Objects Included in Platform activated. If any of these values are changed, the Transport Play Options button will be orange.

(Delay)

Indicates whether a delay has been applied to an Event Action or Random or Sequence Container. When there is a delay, this icon becomes orange during the delay period in the playback.

(Fade)

Indicates whether a Fade has been applied to an Event Action or Random or Sequence Container. When there is a Fade, this icon becomes orange during the fade period in the playback.

(Reset Menu)

Opens the Reset menu with the following options:

  • Reset All to reset all objects to their original settings.

  • Reset All Random and Sequence Containers to clear all random and sequence actions that have been triggered for the objects.

  • Reset All Game Parameters to clear all Game Parameters that have been triggered for the objects.

  • Reset All States to clear all Set State actions for objects.

  • Reset All Switches to clear all Set Switch actions that have been set for the objects.

  • Reset All Set Mute to clear all mute actions that have been triggered for the objects.

  • Reset All Set Voice Pitch to clear all pitch actions that have been triggered for the objects.

  • Reset All Set Voice Volume to clear volume actions that have been triggered for the objects.

  • Reset All Set Bus Volume to clear volume actions that have been triggered for the objects.

  • Reset All Set Voice Low-pass Filter to clear all Low-Pass Filter actions that have been triggered for the objects.

  • Reset All Bypass Effect to clear all bypass effects actions that have been triggered for the objects.

  • Reset All Set Effect to clear all set effect actions that have been triggered for the objects.

  • Reset All Music Tracks Force Usage to clear forcing the playback of a specific track in the Soundcaster.

  • Reset All Source Editor Play Cursors to clear manually triggered play cursors in the Source Editor.

  • Reset Attenuation Preview to reset the distance, angle, obstruction, occlusion, diffraction and transmission values set on the objects to their default values.

Game Syncs

Displays all the State Groups and States associated with the current object.

(State Group)

The name of each State Group assigned to the current object.

(State)

A list of corresponding states that you can modify during playback.

Displays all the Switch Groups and Switches associated with the current object.

(Switch Group)

The name of each Switch Group associated with the current object.

(Switch)

A list of corresponding Switches that you can modify during playback.

Displays all the Game Parameters assigned to the current object in the Game Syncs area.

(Game Parameter Name)

The name of each Game Parameter assigned to the current object.

(Value)

The Game Parameter values that you can modify during playback to audition the RTPC.

Displays all the Triggers associated with the current music object in the Game Syncs area.

(Trigger Name)

The list of Triggers associated with the objects in the Soundcaster.

Calls the corresponding Stinger to play over the currently playing music object.


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