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Rendering Effects

You can render one or more Effects that have been applied to objects prior to packaging them into SoundBanks. This saves on processor power during gameplay, but prevents you from bypassing the Effect using the Bypass Effect Event Action. Rendering Effects also prevents you from using RTPC curves or State changes on the Effects.

When you render an Effect within an Effect chain, all previous Effects will automatically be rendered as well. For example, let's say you have a sound object with the following three Effects applied to it:

  • Matrix Reverb

  • Parametric EQ

  • Compressor

If you select the render option for the Parametric EQ Effect, both the Parametric EQ and Matrix Reverb Effects will be rendered prior to packaging into SoundBanks. Additionally, if the first Effect in an Effect chain is bypassed, you cannot Render any subsequent Effects, even if they are not bypassed by any means.

[Note]Note

If the Bypass option and the Render option are both selected for a particular Effect, the Bypass option will take precedence and the Effect will not be rendered.

To render an Effect:

  1. Load an object into the Property Editor.

  2. Switch to the Effects tab.

    [Note]Note

    If the object is not a top-level object, you must select Override parent before you can select an Effect.

  3. In the Effects table, select the Render option for each Effect that you want to render.

    The selected Effect(s) as well as all previous Effects will be pre-rendered on the object when the SoundBanks are generated.

    [Note]Note

    For more information on generating SoundBanks, refer to Generating SoundBanks for a Project.


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