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Effects Tab: Actor-Mixer and Interactive Music Objects

The Effects tab allows you to apply up to 255 different Effects to an object. The Effects are applied in the same order as they appear in the list. When you apply an Effect to an object, you must decide what type of Effect you want to apply, whether the Effect is a ShareSet or a custom instance, and whether the Effect is rendered. You can also bypass the Effect if you want to. At any point, you can click the Edit button to edit the properties of the Effect.

[Tip]Tip

For information on the Master-Mixer object Effects tab, see Effects Tab: Busses.

General

Interface Element

Description

[name]

The name of the object.

Displays the object's color. Clicking the icon opens the color selector.

Select a color to apply it to the object. When you choose a color for an object, a palette icon appears on the selected square, as well as a yellow triangle in the lower-right corner, as shown.

To inherit the parent object's color, select the square at the far left of the color selector.

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.

Inclusion

Determines whether the element is included in the SoundBanks when they are generated. When selected, the element is included. When unselected, the element is not included.

To optimize your sound design for each platform, you might want to exclude certain elements on certain platforms. By default, this check box applies across all platforms. Use the Link indicator to the left of the check box to unlink the element. Then you can customize the state of the check box per platform.

When this option is unselected, the property and behavior options in the editor become unavailable.

Default value: true

Indicates the number of elements in your project that contain direct references to the object. The icon is displayed in orange when references to the object exist, and in gray when no references exist.

Selecting the button opens the Reference View with the object's name in the References to: field.

Notes

Any additional information about the object properties.

Sets the display of the Property Editor's selected tabs. By default, there is one panel that displays a single selected tab. You can, however, click a splitter button to display two panels, divided horizontally or vertically. The selected option is highlighted with a background color.

You cannot open the same tab in both panels. If you try to open the same tab in both panels, the first panel automatically opens a different tab.

[Tip]Tip

  • Press Ctrl and the number that corresponds to the number of the Property Editor tab you want to view. For example, Ctrl+4 opens the RTPC tab if it is the fourth visible tab.

Effects

Interface Element

Description

Override parent

Determines whether the applied effects are inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the Effects options are not available.

If the object is a top-level object, the Override parent option is not available.

Default value: false

Effects

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.

(Selector)

Opens the list of Effects and corresponding instances that can be applied to the object. If you select an Effect, it replaces the Effect that previously occupied the slot.

To remove an Effect, select the None option.

ID

The identification number assigned to the Effect.

Effect

The type of effect applied to the object, for example, Compressor, Matrix Reverb, or Parametric EQ.

Name

The name of the Effect instance applied to the object. The Effect instance can be a ShareSet or a custom instance of a ShareSet.

All Effect instances for the selected Effect type will appear in the corresponding list.

Prev.

Selects the previous ShareSet in the Effects hierarchy.

Next

Selects the next ShareSet in the Effects hierarchy.

Mode

Determines whether the Effect instance is shared. The mode can be either:

  • Define custom: To create a custom Effect instance whose properties will not be shared between objects.

  • Use ShareSets: To use a ShareSet of an Effect, which means that Effect properties can be shared between objects.

[Note]Note

If you add a custom Effect, then change the Mode to Use ShareSets, the Create ShareSet from Custom Object alert dialog opens. There are three options:

  • Convert: Opens the New Effect dialog, in which you can create a new ShareSet with the specified Effect Settings.

  • Revert: Clears the Effect Editor and reverts the Effect to the original settings of the ShareSet.

  • Cancel: Returns to the unaltered Effect Editor with the Mode restored to Define custom.

Render

Determines whether the selected Effect instance is rendered before it’s packaged into SoundBanks.

Rendering Effects prior to packaging into SoundBanks can save on processing power during gameplay. However, it also limits the interactivity with game play because RTPCs can’t be used when the Render option is selected.

Default value: false

Bypass

Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of an Effect on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects on an object and then bypass certain Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false

Edit

Opens the Effect Plug-in Editor where you can edit the properties of the selected Effect instance in real time.

Opens the list of Effects and corresponding instances that can be applied to the object. Select an Effect to add it to the next available slot at the bottom of the Effects list.

After adding an Effect, you can select and drag it up or down in the list. Use the Ctrl or Shift keys to select and drag multiple Effects.

You can also add Effects to the list by dragging ShareSets from the Project Explorer ShareSets tab, or by right-clicking an Effect in the list and selecting Add Effect. In this case, the new Effect is inserted in the current slot and all subsequent Effects are shifted down the list by one slot.

Deletes any Effects that are selected in the Effects list. You can select multiple Effects using the Ctrl or Shift keys.

(Location in Hierarchy)

Displays the location in the Effects hierarchy where the selected ShareSet can be found. If it is a custom instance of the Effect, it will show the name of the custom instance.

Bypass All

Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects.

This option is useful in the following scenarios:

  • When profiling your game, you can toggle this option on and off to establish the impact of the Effects on the sound design and on CPU usage as indicated in the Performance Monitor.

  • When customizing your sound design per platform, you can unlink the Effects for an object and then bypass all Effects on that object for platforms with less processing power.

You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.

Default value: false


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