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Game Object 3D Viewer

The Game Object 3D Viewer is a three-dimensional dynamic visual representation of the game objects (emitters and listeners) in a game.

[Tip]Tip

By default in Wwise, you can switch to the Game Object Profiler layout by pressing F12.


[Tip]Tip

In the 3D Viewer, you can right-click and drag to zoom in and out. In User Camera mode, you can also left-click and drag to rotate the camera around the center point.

Filtering Toolbar

This view includes the filtering toolbar, which allows you to reduce the amount of information displayed in the view so you can focus on specific elements. Refer to Filtering in the Profiling Views for further details.

Unlink Filter: Allows you to disable synchronization between multiple filter views.

Text Filter: Allows you to filter content by specifying the text. The specified words are matched with the beginning of names or strings found in content. Each additional word refines the results. This match is not case sensitive. For advanced usage, refer to Using Profiler Filter Expressions.

Object Filter: Allows you to filter content by specifying the Wwise object. The specified Wwise objects, from the project, are used to match content from the view. Additionally, object relations, such as parent-children relations and output bus relations, are also used to match content.

Browse Object Filter: Shows a project explorer browser to select an object to filter.

Mute/Solo Filtering: When enabled, the objects with Mute activated are removed from the results, and the objects with Solo activated are exclusively displayed.

Options: Displays additional actions.

Interface Element

Description

(Enabled/Disabled)

Enables/disables all Game Object Filters that are enabled within the Game Object Filter list. When enabled, the Game Object Filters and the Filtering Toolbar criteria are applied to the Game Object List and 3D Viewer. When disabled, only the Filtering Toolbar criteria are applied.

This button is enabled by default.

[Note]Note

If a Game Object Filter is disabled in the Game Object Filter list, it will not be enabled by this button.

Game Object Filter

(Enabled/Disabled)

Enables/disables the filter, both in the Game Object List and in the 3D Viewer. When a new filter is created, it is enabled by default.

(Selector)

Allows you to create a new Game Object Filter by selecting Name or ID and entering either a game object name or ID. The filter will be applied to the Game Object List and to the 3D Viewer.

To remove a filter from the list, select the Remove option.

Game Object List

(Pinned/Unpinned)

Pins/unpins an object in the Game Object List. A pinned object is displayed in the list and in the 3D Viewer, regardless of the Game Object Filter.

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.

Emitting VoicesThe number of voices emitted by the game object.
Listening VoicesThe number of voices listened to by the game object. Refer to Integrating Listeners for more information.
Virtual VoicesThe number of virtual voices.
IDThe ID of the Game Object, as specified at registration.
RegisteredThe registration timestamp of the game object. Refer to Registering Game Objects for more information.
UnregisteredThe unregistration timestamp of the game object. Refer to Registering Game Objects for more information.

3D Viewer

Indicates the camera option currently being used. You can choose one of the following options:

  • User Camera 1 to switch to Camera 1, which you can move freely around the center point.

  • User Camera 2 to switch to Camera 2, which you can move freely around the center point.

  • Front to position the camera to the front of the game geometry.

  • Top to position the camera above the game geometry.

  • Left to position the camera to the left of the game geometry.

  • First Person to enable first-person shooter type controls.

Returns the camera to its default position.

Displays a list of game objects from which you can choose one on which the camera will be centered.

Sets the camera to follow the selected game object during capture.

Adjusts the Game Object 3D Viewer to show all followed game objects.

Opens the Game Object 3D Viewer Settings in which you can select which types of game objects are displayed and which are hidden.

3D Viewer

A graphical representation of the relative locations of game objects in a three-dimensional space.

(Axis indicator)

Indicates the camera orientation according to the three axes.

The following camera movement is possible:

  • Click and drag to rotate (only in User Camera mode).

  • Ctrl+click and drag to pan.

  • Right-click and drag to zoom.

  • In First Person camera mode, the following camera movement is possible:

    • Press WASD or the arrow keys to move the camera.

    • Click and drag to orient the camera.

    • Hold Shift to move faster.

    • Right-click and drag or use the mouse center wheel to zoom in and out.

Indicates an emitter Game Object.

Indicates a Game Object that is both an emitter and a listener.

Attenuation Radius and Cone

Visualization of the attenuation radius and cone of the emitted sound. If a sound has an attenuation, it has a max distance for its distance-driven curves. This distance is represented by the radius of a sphere around the emitter game object. If the attenuation also has a cone, the inner cone is represented in the 3D view as well. The angle of the inner cone corresponds to the inner cone value of the attenuation.

Direct Path

When a sound is playing from an emitter game object and a listener is within range, a direct path is drawn between them. Being within range means that the distance between the listener and the emitter is less than the attenuation radius.

Spread Cones

Visualization of the spread of the emitted sound. The angle of the spread changes depending on the Spread Attenuation Curve applied on the emitted sound. The size of the overall spread cone is adjustable in the Game Object 3D Viewer Settings.

Spread cones can also be applied by Spatial Audio, in which case they are displayed in other colors. Refer to Spatial Audio Spread Cones for further details.

Spatial Audio

Indicates a Game Object that is a Spatial Audio Room which is an Emitter and a Listener.

Indicates a Spatial Audio image source created with the Reflect plug-in Effect. They represent the position from where the reflected sound will be emitted. They can come in three different colors depending on the order of reflection; first order, second order or higher orders.

Indicates the virtual position of a Spatial Audio emitter created from either diffraction or sound propagation through a Spatial Audio Portal. The virtual emitter icon will take the color of the path it is created from.

Geometry

Indicates geometry registered through Spatial Audio. They can represent either Spatial Audio Rooms or Spatial Audio Geometry. They can appear as wire frames (1) or solid colored blocks (2) depending on the Display as Wire Frame Game Object 3D Viewer Settings.

When grey, they represent the geometry associated with a room (a).

When they are of other colors (b and c), they represent Spatial Audio Geometry. Sounds can reflect off, diffract from, and transmit through such geometries if they are configured to do so. The colors depend on the Acoustic Texture applied on each surface of the geometry. See Setting Colors to learn more about how to set a Wwise object color. In (b) no Acoustic Texture is assigned. In (c) the Wood Deep Factory Acoustic Texture is assigned.

See also: Geometry

Portal

Indicates openings in Spatial Audio Rooms. They appear in the 3D Viewer as a colored ribbon. The sound can travel in the area that is not colored. The color of the Portal will change depending if it is opened or closed (Disabled). They can appear as wire frames (1) or solid colored blocks (2) depending on the Display as Wire Frame Game Object 3D Viewer Settings.

See also: Rooms and Portals

Reflection Paths

These paths represent Reflect-enabled sound reflecting from Spatial Audio Geometry while traveling from emitters to the Spatial Audio Listener. We call order of reflection the number of surfaces a sound path reflects from before reaching the listener. Each order of reflections has a different color.

ColorLight ThemeDark/Classic Theme
Red1st order4th order
Dark Orange2nd order3rd order
Light Orange3rd order2nd order
Yellow4th order1st order

In the following image, which is using the light theme, we can see first order reflection paths in red and second order reflection paths in dark orange.

If the Geometry is diffraction-enabled, it is possible to observe diffracted reflection paths. There are two types of diffraction: view zone diffraction and shadow zone diffraction. At the edge of the Geometry, a percentage will appear representing the amount of filtering applied to the reflected sound from the diffraction. The more filtering is applied, the more the path will become transparent.

Shadow zone diffraction occurs when the reflection point is obstructed from the Spatial Audio Listener by a diffraction-enabled Geometry.

View zone diffraction occurs when the diffraction-enabled Geometry ends. The reflection point will snap on the edge of the Geometry and a diffraction percentage and level will appear on the path.

See also:

Diffraction and Transmission Paths

These paths represent diffraction and transmission-enabled sound traveling from Emitters to the Spatial Audio Listener positioned behind diffraction-enabled Geometry. The more a sound is filtered, the more the path will become transparent.

On diffraction paths, each edge shows a percentage representing the amount of filtering applied to the sound from the diffraction edge. The following image shows geometric diffraction paths.

Transmission paths replace the direct path when the listener is behind a diffraction-enabled Geometry. A point on the surface of the geometry indicates that the transmission loss occurs due to the sound crossing a diffraction-enabled Geometry surface. The path might cross multiple surfaces, but only the greatest of the transmission loss values is applied on the sound and displayed on the path.

Transmission paths can also be caused by a sound crossing the walls of a room. In this case, "(Room)" is indicated under the transmission loss value. If the path crosses a room and a diffraction-enabled Geometry, the greater of the two values is shown on the transmission path.

Diffraction paths can be created on the edges of a portals. These paths are drawn differently to make the distinction with diffraction paths caused by diffraction-enabled Geometry.

A diffraction path can be caused by both a portal and a diffraction-enabled Geometry, in which case it is displayed in both colors.

See also:

Radial Emitter

Radial Emitters are shown with two spheres indicating their inner and outer radius. These radii determine the spread applied on the sound to simulate a radial sound source.

Spatial Audio Spread Cones

When the spread is produced by Spatial Audio, they can take different colors. In the following image, we can see (1) a Radial Emitter spread, (2) an obstructed Radial Emitter with different colored spread cones depending on the path being a diffraction or a transmission path, and (3) a spread cone constricted by the opening of a portal.

Room Extent

Room extent represents the volume of a room. It is used to measure the spread created by sounds transmitted through a room's walls. A room can only have an extent if its geometry is known by Spatial Audio. Refer to Setting up Room Geometry for further details. A convex shape is created from the vertices of that geometry. In the following image, you can see the extent of different room shapes.

Edge Receptors

Edge receptors are used by the ray casting engine to find potential intersections with diffraction edges. One or several edge receptors are associated with each diffraction edge.

Reflection Rays

Reflection rays are cast to sample the environment and find potential reflection paths.

Diffraction Rays

Diffraction rays are cast to sample the environment and find potential diffraction paths.


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