Version

menu_open
Warning: you were redirected to the latest documentation corresponding to your major release ( 2023.1.8.8601 ). Should you wish to access your specific version's documentation, please download the offline documentation from the Audiokinetic Launcher and check the Offline Documentation option in Wwise Authoring.

Available Tab

The Available tab of the Remote Connections dialog displays the remote game consoles that have been automatically discovered on the network. In order for Wwise to automatically detect and connect to a game console, it must be on the same subnet of the network as Wwise, and the same "Game Discovery Broadcast Port" number must be specified in the Wwise project settings and when initializing communications in the game.

Interface Element

Description

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.

Right-click the table header to open the Configure Columns dialog where you can specify which columns to display and their order. See Using tables.

Name

The name of the specific console to which you will connect.

Platform

The console's type of platform, chosen from among the names defined in the Platform Manager.

Base Platform

The platform's corresponding SDK, such as Android, iOS, PlayStation 4, Switch, Windows, or Xbox One.

Status

The status of the remote game console. The status can be one of the following types:

  • Ready - When the game console is ready to accept a connection.

  • Busy - When the game console is already connected to a machine and is therefor not accepting any connections. When the status is Busy, the name of the machine that is connected to the game console is displayed.

  • Different Version - When the version of Wwise is not compatible with the version of the game running on the remote PC or console.

  • Not Available - When it is no longer connected to the network.

IP Address

The network address of the game console.

Application Name

The application name that was provided when initializing the sound engine.

Port

The Dynamic ports of communication detected. (IP connection only)

Ping

The round-trip latency in milliseconds.

Updates the information about each console in the list.

Connects to the device currently selected in the list.

Opens a dialog where you can specify the IP address of the console.

Opens a dialog where you can select the .prof file that contains all the data from the last profiling session.

Removes the connection to the device currently selected in the list.

Synchronization Method

Specifies how synchronization with the remote instance is handled:

  • Profile Only If selected, there will be no synchronization with the remote instance.

    Note that playback in the Authoring tool will be unavailable when connected in Profile Only mode since objects are not synchronized to the remote instance.

    Use this option to quickly connect to your remote instance for profiling and to prevent sound engine changes due to unexpected synchronization.

  • Profile and Edit (Sync Inspected Objects Only)If selected, only objects currently inspected in the Property/ShareSet/Effect Editor, Transport Control, Soundcaster, or Mixing Desk will be synchronized.

    This means that changes to other objects in your Wwise project are not pushed. The sound engine plays objects back in the remote instance with the behaviors defined in the last generated SoundBanks and any changes applied after connecting during the current Wwise project session.

    If the Live Media Transfer User Preference is enabled, modified media (sounds, MIDI, Convolution IR, etc.) that is currently in use by the game will be transfered to the game too.

    Use this option as a faster alternative to Profile and Edit (Sync All Modified Objects). This option is faster since fewer objects are synchronized.

  • Profile and Edit (Sync All Modified Objects)If selected, all objects loaded in the remote instance will be synchronized.

    Use this option to automatically synchronize all loaded objects upon connection and as SoundBanks are loaded while connected.

    If the Live Media Transfer User Preference is enabled, modified media (sounds, MIDI, Convolution IR, etc.) that is currently in use by the game will be transfered to the game too.

Start capture on connect

Determines when the capture process will begin. If selected, the capture process begins as soon as a connection is made. If unselected, the capture process only begins when you click the Start Capture button.

Each time a new capture process is started, all existing data is cleared from the Capture Log.

Status

Displays whether you are currently connected to a remote console. If you are connected, it displays the name and IP address of the remote console.

Closes the Remote Connection dialog without interrupting any active connection.


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise