(Enabled/Disabled)
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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.
info | Note |
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If a Game Object Filter is disabled in the Game Object Filter list, it will not
be enabled by this button. |
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Game Object Filter
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(Enabled/Disabled)
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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.
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(Selector)
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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.
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Game Object List
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(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. |
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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.
check_circle | Tip |
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Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated. |
info | Note |
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Mute and Solo are designed to be used for monitoring purposes only and are not persisted in the project or stored in the SoundBanks. |
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Emitting Voices | The number of voices emitted by the game object. |
Listening Voices | The number of voices listened to by the game
object. Refer to Integrating Listeners for more
information. |
Virtual Voices | The number of virtual voices. |
ID | The ID of the Game Object, as specified at registration. |
Room ID | The ID of the Room that currently contains the Game Object. Room ID is only applicable for Spatial Audio Emitters and Spatial Audio Listeners. It is not applicable for Room Game Objects, nor for Game Objects that don't use Spatial Audio. |
Registered | The registration timestamp of the game object.
Refer to Registering Game Objects for more
information. |
Unregistered | The unregistration timestamp of the game object.
Refer to Registering Game Objects for more
information. |
3D Viewer
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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.
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Returns the camera to its default position.
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Displays a list of game objects from which you can choose one
on which the camera will be centered.
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Sets the camera to follow the selected game object during
capture.
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Adjusts the Game Object 3D Viewer to show all followed game
objects.
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Opens the Game Object 3D Viewer Options in
which you can select which types of game objects are displayed and
which are hidden.
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3D Viewer
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A graphical representation of the relative locations of game
objects in a three-dimensional space.
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(Axis indicator)
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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.
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Indicates an emitter Game Object.
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Indicates a Game Object that is both an emitter and a listener.
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Attenuation Radius and Cone
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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.
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Direct Path
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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.
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Spread Cones
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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 Options.
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.
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Spatial Audio
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Indicates a Game Object that is a Spatial Audio Room which is an Emitter and a
Listener.
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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.
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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.
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Geometry
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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 Options.
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
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Portal
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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 Options.
See also: Rooms and Portals
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Reflection Paths
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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.
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:
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Diffraction and Transmission Paths
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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:
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Radial Emitter
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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.
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Spatial Audio Spread Cones
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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.
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Room Extent
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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.
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Edge Receptors
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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.
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Reflection Rays
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Reflection rays are cast to sample the environment and find potential reflection paths.
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Diffraction Rays
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Diffraction rays are cast to sample the environment and find potential diffraction paths.
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