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Understanding the visual elements in Wwise

Wwise uses several icons or visual identifiers to help represent different elements in the interface. The following table describes each of the different visual elements used in Wwise.

Icon

Name

Represents

Physical Folder

A folder that represents an actual directory on disk. All Wwise Work Units are found within a Physical Folder.

Virtual Folder

A folder that can be added throughout the Project Explorer to group project elements.

Master Mixer Icons

Audio Bus

A sound object grouping that allows you to work with different structures within a game. For example, you can group all the environmental sound structures under one Audio Bus and all the player sound structures under another.

Auxiliary Bus

A sub-grouping of sound objects anywhere in the project for adjusting volume, bus configuration, positioning, and RTPC, as well as applying Effects or States before routing back to a parent Audio Bus. Ducking, HDR, and voice mix adjustments are not possible in an Auxiliary Bus.

(Audio)

(Auxiliary)

Mixing

A processing status that Wwise can apply to both Audio Busses and Auxiliary Busses. The properties of a Mixing bus are passed down to objects routed to the bus and to child busses. Any Effects defined on the bus are processed, and the result is output in a channel-based format.

[Caution]Caution

When sounds are routed to a Mixing bus, any Metadata associated with the sound will be lost or used in the channel-based mix. This Metadata cannot be restored and will no longer be available for use by any Audio Object Processor or endpoint.

Refer to Understanding the bus icons and processing status for further details.

(Audio)

(Auxiliary)

Processing Audio Objects

A processing status that Wwise can apply to both Audio Busses and Auxiliary Busses. All properties of this bus are passed down to objects routed to the bus and to child busses. Any Effects defined on the bus are processed, and the result is output as Audio Objects.

Refer to Understanding the bus icons and processing status for further details.

(Audio)

Not Mixing

A processing status that Wwise can apply to Audio Busses. The properties of a Non-Mixing bus are passed down to objects routed to the bus and to child busses, however, no processing is performed and hence the format of the objects and children is not modified. Any properties authored on a Non-Mixing bus are applied to the routed objects at voice level.

Refer to Understanding the bus icons and processing status for further details.

(Audio)

(Auxiliary)

Processing

A processing status that Wwise can apply to both Audio Busses and Auxiliary Busses. The processing status of this bus will be resolved as either Mixing or Processing Audio Objects when the Wwise sound engine connects to the endpoint and receives information concerning the format(s) supported.

[Note]Note

When profiling in Wwise, the resolved status will be displayed in the Property Editor, but not in the Project Explorer.

Refer to Understanding the bus icons and processing status for further details.

Actor-Mixer Icons

Audio source

A separate abstraction layer between the audio file and the object. It is linked to the audio file imported into your project and is where you define the Conversion Settings (for the active game platforms).

Source Plug-in

An audio source that is created by a source plug-in coming from outside of Wwise.

Sound SFX

A sound object containing sound effects.

Sound Voice

A sound object containing voice-over or character dialogue.

Work Unit

A distinct XML file that allows you to divide up your project into separate segments so that different members of your team can work on different parts of the project concurrently. These XML files can be easily managed by your source control system.

Actor-Mixer

A hierarchical structure of one or more sounds, containers, and/or Actor-Mixers. You can use an Actor-Mixer to apply properties to all objects below it.

Blend Container

A group of one or more objects and/or containers that are played back simultaneously. The sounds and containers within the Blend Container can be grouped into blend tracks where sound properties are mapped to Game Parameter values using RTPCs. Crossfades can also be applied between the objects within a blend track based on the value of a Game Parameter.

Random Container

A group of one or more objects and/or containers that are played back in a random order.

Sequence Container

A group of one or more objects and/or containers that are played back according to a specific order or playlist.

Switch Container

A group of objects and/or containers that are organized into a series of Switches or States, so that they can be played when the associated Switch or State is called by the game.

Interactive Music Icons

Music Track

A music object that contains arrangements of individual music clips that are displayed in waveform so that you can visually align them in a Music Segment.

Music Track - Random Step

A Music Track that plays back its sub-tracks in random order each time its parent Music Segment is played.

Music Track - Sequence Step

A Music Track that plays back its sub-tracks in sequential order each time its parent Music Segment is played.

Music Track - Switch

A type of Music Track that plays back its sub-tracks according to the associated Switches/States of the specified Switch/State Group.

Music Segment

A music object that contains Music Tracks that can be aligned using sync points for musical arrangements in interactive music.

Music Playlist Container

A group of one or more segments that are organized in a particular way so that they can be played back in a random order or according to a specific order.

Music Switch Container

A group of one or more Music Segments and containers that are organized into series of Switches or States, so they can be played when the associated Switch or State is called by the game.

Other Project Element Icons

Event

A method to trigger audio or motion in game using an action or series of actions, such as Play, Mute, and Pause, that have been applied to one or more Wwise objects.

Dialogue Event

A method to trigger audio, which may or may not be dialogue, or motion in game using a combination of State/Switch Groups and States/Switches arranged into paths that have been assigned to an object in the Wwise Actor-Mixer Hierarchy.

SoundBank

A group of Events, Wwise objects, and media that will be loaded into the game's platform memory at a particular point in a game.

Switch Group

A collection of related Switches that have been grouped together to help manage the different alternatives that exist for a given element within the game.

Switch

An alternative that exists for a particular element within the game.

State Group

A collection of related states that have been grouped together to help manage the global changes that occur in the game environment.

State

A global offset or adjustment to the game audio properties that represent changes in the physical and environmental conditions in the game.

Game Parameter (RTPC)

A parameter in your game, such as speed and RPMs in a car racing game, that can be mapped to Wwise property values using RTPCs.

Trigger

A particular action in game that leads to the playback of one short piece of music.

Effect ShareSet

Audio Effect settings that can be used to enhance the audio in your game. These settings have been saved as a ShareSet and can be shared between objects.

Attenuation ShareSet

Attenuation settings related to the volume of a sound based on its distance from the listener. These settings have been saved as a ShareSet and can be shared between objects.

Conversion Settings ShareSet

Conversion settings, which include sample rate, audio format, and number of channels, help to define the overall quality of your audio output. These settings have been saved as a ShareSet and can be applied and shared between objects.

Soundcaster Session

A group of sound, music, motion, and Event modules arranged in a particular order that have been saved along with Game Sync settings for the purposes of a simulation.

Mixing Session

A group of busses and/or objects, along with their corresponding properties, that have been saved within a type of mixing console for the purposes of fine-tuning the audio mix of your game.

Query

A specific set of search criteria used to find a particular object or project element.

Property Editor and Effect Editor Splitters

No split

The editor displays a single tab of information.

Column split

The editor displays two tabs of information in vertical panels.

Row split

The editor displays two tabs of information in horizontal panels.

Property Value Indicators

Link

The property value is linked to the values of other active game platforms.

Unlink

The property value is not linked to the values of the other active game platforms.

Partial Unlink

The property value for the current platform is linked to the other active platforms, but one or more corresponding values of other platforms are unlinked.

Link Mixed

Some of the selected objects have different link statuses. Some may be linked, while others are unlinked or partially unlinked.

RTPC Disabled

This property value is not tied to an in-game parameter value.

RTPC Enabled

An in-game parameter value is tied to this property value. This means, for example, that the speed of a car in-game can be tied directly to the pitch property in Wwise. As the speed of the car increases in-game, the pitch in Wwise will increase in real time.

RTPC Mixed

In-game parameter values are tied to property values for one or more, but not all, objects loaded in the Multi Editor. You will not see this indicator in the Property Editor or the Contents Editor.

Randomizer Enabled

A property value to which a Randomizer effect has been applied.

Randomizer Disabled

A property value to which no Randomizer effect has been applied.

Randomizer Mixed

A Randomizer effect applies to the property value of one or more, but not all, objects loaded in the Multi Editor. You will not see this indicator in the Property Editor or the Contents Editor.

[Tip]Tip

For more information on Randomizers, see Enhancing playback by randomizing property values.

State Disabled

This property value is not tied to a State.

State Enabled

A State Group is tied to this property value. This means, that the property in question, such as the Volume, may change according to the applied State.

State Mixed

A State Group is tied to property values for one or more, but not all, objects loaded in the Multi Editor. You will not see this indicator in the Property Editor or the Contents Editor.

Property Shading

"Unsupported feature"

If a property is shaded in blue, it means that the feature is not supported on the current platform.

Preset Icons

Save Preset

A command to save the current state of all values within the current view to a Preset.

Load Preset

A command to load a previously saved Preset.

Selected Controls

"Selected Control"

A focus border (white when using the Wwise Classic theme) that appears around selected controls.

View Icons

Help

A command to display the reference topic related to that particular view, window, or dialog. The reference topic could be either online or offline, depending on your settings in the Help menu. See Setting the Wwise documentation preferences.

View Settings

A command to display a dialog with a series of settings that can be used to define the view.

Selection Channel

A command to change the view to a particular Selection Channel (1-4).

Refer to Understanding Selection Channels and Meter Instances for details.

Close View

A command to close the floating view.

Voice Inspector Icons

Project Value

A standard volume change which drives a contribution to the voice pipeline when there is no game connection.

SoundBank Value

A standard volume change which drives a contribution to the voice pipeline when connected to a game.

Live Value

A volume contribution to the voice pipeline resulting from a change in property value while connected to a game.

API

An API call which drives a contribution to the voice pipeline.

HDR

An HDR window which drives a contribution to the voice pipeline.

Ducking

A ducking (lowering) of a sound which drives a contribution to the voice pipeline.

Fade

A fade in or out, which appears only for Events when they disappear while doing something.

Attenuation Distance

A distance from emitter to listener, which drives a contribution to the voice pipeline.

Blend Track

A blend track, which drives a contribution to the voice pipeline.

Cone Attenuation

A Cone Angle Attenuation, which drives a contribution to the voice pipeline.

Ray

A ray distance, between the emitter and the listener, which drives a contribution to the voice pipeline.

Occlusion or Transmission Loss

A ray occlusion or transmission, which drives a contribution to the voice pipeline.

Obstruction or Diffraction

A ray obstruction or diffraction, which drives a contribution to the voice pipeline.

Volume

A Volume property/slider change, which drives a contribution to the voice pipeline.

Send Volume

An Aux Bus Send Volume property/slider change, which drives a contribution to the voice pipeline.

Output Bus Volume

An output bus Volume property/slider change, which drives a contribution to the voice pipeline.

Bus Volume

A bus Volume property/slider change, which drives a contribution to the voice pipeline.

Make-up Gain

A volume gain applied to the voice after all other volume adjustments, which drives a contribution to the voice pipeline.

[Note]Note

Unlike other volume adjustments, make up gain is applied into the signal are all volume adjustments are made to the voice.

Volume Mute

A Mute Action in an Event, which drives a contribution to the voice pipeline.

Volume Pause

A Pause Action in an Event, which drives a contribution to the voice pipeline.

Low Pass

An LPF, which drives a contribution to the voice pipeline.

Send Low Pass

An LPF, from an aux bus send, which drives a contribution to the voice pipeline.

Output Bus Low Pass

An LPF on the output bus, which drives a contribution to the voice pipeline.

High Pass

An HPF, which drives a contribution to the voice pipeline.

Send High Pass

An HPF, from an aux bus send, which drives a contribution to the voice pipeline.

Output Bus High Pass

An HPF on the output bus, which drives a contribution to the voice pipeline.

Multiple Properties

Multiple Properties, affecting Volume, LPF, and/or HPF, which drive a contribution to the voice pipeline.

Send Multiple Properties

Multiple properties, from an aux bus send, which drive a contribution to the voice pipeline.

Output Bus Multiple Properties

Multiple properties on the output bus, which drive a contribution to the voice pipeline.


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