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States Tab: Busses

In the Bus States tab, you can assign States to all objects that pass through the bus to further define the characteristics of each object when a particular State is enabled. You can use the current State properties, you can create custom State settings, or you can completely disable a State for the current bus.

When creating interactive music, it can be very useful to time your State changes with the tempo and meter of the music that is playing so you can ensure smooth transitions. In the Audio Bus Property Editor, you can determine the optimal points to change States for all the States in the currently selected State Group. These points can include Immediate, Next Cue, or Next Beat, for example.

Since you can have a combination of both sound and music objects routed through the same bus, you will most likely have conflicting State change settings. The following table describes what happens in each case.

Interface Element

Description

Sound objects only

Immediately

Music objects only

When the first music state change condition is met.

Sound and music objects

When the first music state change condition is met.

General

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.

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.

[Tip]Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note]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.

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.

[Tip]Shortcuts for selecting tabs

  • Press Ctrl and the number that corresponds to the number of the Property Editor tab you want to view. For example, Ctrl+4 opens the RTPC tab if it is the fourth visible tab.

States

Interface Element

Description

Opens the State Group selector menu where you can select an existing State Group or create a new one.

Remove the selected State Groups from the list of subscribed State Groups.

Opens the State Properties Dialog, where you can specify which of the State properties apply to the object.

Opens the Copy State Values dialog box.

Columns

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.

[Note]Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

Click the Configure Columns... shortcut (right-click) option from the column header band.

In the case of the States tab, the State Properties Dialog opens, not the Configure Columns Dialog. Specify the State properties to include for this object.

State

The States and State Groups assigned to the current object.

The State properties displayed in the table include all the object-specific additive type properties selected in the State Properties Dialog. The following rows give only the default State properties for Master-Mixer Hierarchy objects. For information on object-specific properties, refer to the corresponding Property Editor or Property Editor tab page, such as the Property Editor: Audio Bus for Game-defined Auxiliary Sends Volume.

Bus Volume

The attenuation (level or amplitude) applied on the audio signal at the bus or Auxiliary Bus level. Refer to Understanding the Voice Pipeline for more information about volumes.

Default value: 0
Range: -200 to 200
Units: dB

[Note]Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Voice Volume

This defines how the level or amplitude of the audio output will be applied to the current object for a particular State.

Default value: 0
Range: -400 to +400
Units: dB

[Note]Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly or by rolling the mouse while the focus is on the edit control.

Voice Pitch

The playback speed of an audio structure, where:

  • Pitch 0 = Normal speed.

  • Pitch 1,200 = 2 x speed.

  • Pitch 2,400 = 4 x speed.

  • Pitch -1,200 = 0.5 speed

  • Pitch -2,400 = 0.25 speed

[Tip]Tip

1,200 cents is equivalent to one octave.

Default value: 0

Range: -2400 to 2400

Units: Cents

Voice Low-pass Filter

A recursive filter that attenuates high frequencies based on the value specified.

The units for this filter represent the percentage of low-pass filtering that has been applied, where 0 means no low-pass filtering (signal unaffected) and 100 means maximal attenuation.

(For more detail, see Wwise LPF and HPF Value Cutoff Frequencies .)

Default value: 0

Range: 0 to 100

Units: %

Cone High-pass filter

A recursive filter that attenuates low frequencies based on the value specified.

The units for this filter represent the percentage of high-pass filtering that will be applied, where 0 means no high-pass filtering (signal unaffected) and 100 means maximal attenuation.

The Cone High-pass filter has a link indicator and an RTPC indicator. Refer to Working with the Property Editor for more information.

Default value: 0

Range: 0 to 100

Units: %

Make-up Gain

Volume gain in decibels (dB) applied to the voice, after all other volume adjustments. The make-up gain is additive across the Actor-Mixer Hierarchy.

Refer to Understanding the voice pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and Effects are being applied.

For more information about the Make-up Gain, refer to Using Loudness Normalization or Make-up gain to Adjust Volume .

[Note]Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Default value: 0

Range: -200 to 200

Units: dB

Change occurs at:

Determines the point at which the State change occurs for the current music object. The following options are available:

  • Immediate - Change occurs immediately.

  • Next Grid - Change occurs at next pre-defined grid interval. The grid is an arbitrary method by which music objects can be virtually partitioned.

  • Next Bar - Change occurs at next bar.

  • Next Beat - Change occurs at next beat.

  • Next Cue - Change occurs at next cue. The next cue can be the Entry, Exit, or custom cue.

  • Next Custom Cue - Change occurs at next custom cue.

  • Entry Cue - Change occurs at Entry cue.

  • Exit Cue - Change occurs at Exit cue.

If several music objects are playing, the State change occurs for all music objects at the first defined opportunity.


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