Audio File
|
Defines the path to the WAV or MIDI files to import. The file will be copied to the Originals folder, or a subfolder, if it's not already present in the folder. The path can be absolute or relative.
Absolute: This is a full path to and including the audio filename itself.
Example:
C:\MyWaves\MyFolder\Originals\MySound.wav
Relative: This is a path relative to the tab delimited file's directory.
Example:
..\..\MyWaves\MyFolder\Originals\MySound.wav
This column can be left blank if creating a container.
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Audio File Base64
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Defines a base64 encoded WAV audio file data to import. A target file path needs to be specified and separated from the base64 encoded data by a vertical bar ( | ). The target file path will be extracted relative to the Originals folder, under its import type folder.
Example:
MySounds/MySound.wav|UklGRuRcAABXQVZFZm10IBAA...
|
Object Path
|
Defines the path and name of the object to be created. The path uses backslashes and can either be absolute or relative.
Absolute: This is a full path, starting by a backslash and the object category.
Example:
| Caution |
---|
If the top-level Work Unit in the absolute path does not exist, the import will fail. |
Relative: This is a path relative to the import destination, as specified in the Audio File Importer dialog.
Example:
If the path to the object doesn't exist, Wwise automatically creates all the missing parents and the object. It is possible to specify the type of different objects in the path by writing it between before the object's name. If no type is specified, the importation process will default to a Virtual Folder. The list of possible object types is the same as the Object Type column described below.
If this column is left blank, the name of the object will be taken from the imported audio file, and will be imported to the destination specified in the Audio File Importer dialog.
Object Path Example:
\<Actor-Mixer>Barrel\<Sound SFX>Minigun_Barrel_Stop
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Object Type
|
Specifies the type of object, among the following options:
Virtual Folder (for either the Actor-Mixer or the Interactive Music Hierarchy)
Actor-Mixer Hierarchy objects:
Actor-Mixer Random Container Sequence Container Switch Container Blend Container Sound SFX Sound Voice
Interactive Music Hierarchy objects:
Music Switch Container Music Playlist Container Music Segment Music Track
If this column is left blank, the Object Type is assumed to be a Virtual Folder, unless specified otherwise within the Object Path.
| Note |
---|
It is not possible to create Actor-Mixer Hierarchy objects and Interactive Music Hierarchy objects during the same import when using the Audio File Importer.
Nor is it possible, among the Actor-Mixer Hierarchy objects, to create Sound SFX objects and Sound Voice objects during the same import.
It is however possible to import Actor-Mixer Hierarchy objects and Interactive Music Hierarchy objects using the Wwise Authoring API and using the -TabDelimitedImport command line option.
|
|
OriginalsSubFolder
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Specifies the Originals subfolder in which to place the imported audio file. This folder is relative to the Originals folder in which the file would normally be imported. For example, if importing an SFX, then the audio file is imported to the folder Originals\SFX\<OriginalsSubFolder>.
|
Property[PropertyName]
OR
@PropertyName
Examples:
Property[Voice Volume]
Property[Volume]
@Voice Volume
@Volume
|
The column header specifies which property to set. The property name is either the property name or the display name, as shown in and the RTPC tab, Multi Editor, and List View.
Refer to the Wwise Objects Reference for more information about the properties available.
Common property names: Volume Pitch Lowpass Highpass
Common property display name: Voice Volume Voice Pitch Voice Low-pass Filter Voice High-pass Filter
Each subsequent row specifies a property value to set on the created objects.
Enumerated values must specify the integer value associated with the enumerated name, which can be found in the WWU files or in WObjects.xml.
If this column is left blank, no value is set.
|
Reference[ReferenceName]
OR
@ReferenceName
OR
~ReferenceName (deprecated)
Examples:
Reference[Output Bus]
Reference[OutputBus]
@Output Bus
@OutputBus
|
The column header specifies which reference to set. The reference name is either the reference name or the display name, as shown in List View and Multi-Editor.
Refer to the Wwise Objects Reference for more information about the references available.
Common reference display names: Output Bus User Auxiliary Send 0 User Auxiliary Send 1 User Auxiliary Send 2 User Auxiliary Send 3 Conversion Settings Effect 0 Effect 1 Effect 2 Effect 3 Attenuation MIDI Target
Each subsequent row specifies one of the following:
Absolute Path: The absolute path to an object in the project.
Example:
GUID: The GUID of the object, which can be found in WWU files or directly within the authoring tool by pressing Shift while opening an object's shortcut menu.
Example:
If this column is left blank, no reference is set.
|
Notes
|
Defines the notes or comments for the object to be created.
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Audio Source Notes
|
Defines the notes or comments for the audio source file associated with the object to be created.
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Event
|
Defines the path and name of an Event to be created for the imported object.
The path can be either absolute or relative:
Absolute path: An absolute path to an Event, which starts with
, followed by the Work Unit name. Example:
Relative path: A path relative to the Default Work Unit for the Events. Example:
If a path element is preceded by
and the name that follows doesn't match an existing Work Unit, a Work Unit is created.
Example using an absolute path:
A Virtual Folder is created for any other path elements that don't already exist.
To specify the Action type, append
to the end of the Event name. If not specified, the Play Action will be used.
Action Type Examples:
If the specified Event already exists at the destination, a new Event Action is appended to the existing Event if there is not already an identical one.
| Tip |
---|
To create multiple Events for a single object, you can add the Event column multiple times. |
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Dialogue Event
|
Defines the path and name of a Dialogue Event to be created for the imported object. The path can be either absolute or relative:
Absolute path: An absolute path to a Dialogue Event, which starts with
, followed by the Work Unit name.
Example:
Relative path: A path relative to the Default Work Unit for the Dialogue Events. Example:
If a path element is preceded by
and the name that follows doesn't match an existing Work Unit, a Work Unit is created.
Example using an absolute path:
A Virtual Folder is created for any other path elements that don't already exist.
The primary goal of the Dialogue Event column is to give the ability to create or modify a Dialogue Event path, as is done in the Dialogue Event Editor. To specify a path, append
to the end of the Dialogue Event name, followed by the Switch/State structures concatenated with a period.
It is also possible to specify the Probability and the Weight value (ranging from 0 to 100) of the path. To do so, simply add a
then enter
or
. See more in Assigning probability and weighting to paths. If no path is specified, using the Probability or Weight argument will do nothing.
| Tip |
---|
To create multiple Dialogue Events for a single object, you can add the Dialogue Event column multiple times.
|
Dialogue Event Example:
VirtualFolder\Unit_Under_Attack@Path:<Switch Group:MyVirtFolder\FS_Type>Running.<State Group:Hostile>Gang.<Switch Group:VirtualFolder\Location>Alley|Probability:80|Weight:20
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Switch Assignation
|
Defines a Switch Group or State Group that will be associated with a Switch Container within the Actor-Mixer Hierarchy only. Also defines which Switch Container's child to assign to which Switch or State from the associated group.
A Switch Group or State Group is declared between
by giving the group type and its name separated by a colon. To perform the assignation, you can specify its child after the
. See example below for more details.
Optionally, you can specify a path before the name of the Switch Group, State Group, or the Switch Container's child.
The path can be either absolute or relative:
Absolute path: An absolute path to a Switch Group or State Group, which starts with
or
, followed by the Work Unit name. Example:
Relative path: A path relative to the Default Work Unit for the Switches or States. Example:
If a path element is preceded by
and the name that follows doesn't match an existing Work Unit, a Work Unit is created.
Example using an absolute path:
A Virtual Folder is created for any other path elements that don't already exist.
| Tip |
---|
To create multiple Switch Assignations for a single object, you can add the Switch Assignation column multiple times. |
Switch Assignation Example:
<Switch Group:YourSwitchGroupName>YourSwitchName
,
<Switch Group:SS_FS_Type>Jump
|