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Understanding the Voice Inspector and Voice Monitor

After having captured information from the game, the Voice Inspector and Voice Monitor used in the Voice Profiler layout, allow for an in-depth analysis of your voices. The Voice Monitor visualizes all active voices, while the Voice Inspector view displays in detail volume, LPF, and HPF modifications for each active voice. Such information is quite useful when debugging and mixing the game.

To demonstrate the use of the Voice Profiler layout, let’s connect to the game.

  1. In the Unity menu, select Audiokinetic, go to Certification > 251 > Lesson 1, and select Voice Profiler Scene.

  2. Press Play and, when loaded, select ESC to get the menu.

    By entering the menu, the cursor will appear, which you’ll use in Wwise.

  3. In Wwise, use the Remote Connections dialog to connect to the game.

  4. Return to Unity, press ESC to exit the menu and run to the village.

  5. Exit play mode by pressing Play .

  6. In the Wwise menu, go to Layouts and select Voice Profiler.

    Let's take a look at the views within the Voice Profiler layout.

    The Voice Profiler layout consists of seven views, where you should already be familiar with the top four (Project Explorer, Transport Control, Object Tab Group, and Capture Log). Below, you will find the Voice Explorer, Voice Inspector, and Voice Monitor.

    If you are using the Voice Inspector for the first time, you may see the following message in the Voice Inspector:

    By default, you will have to allow the Voice Inspector to display 'Voice Inspector Data', you should enable it.

  7. In the Voice Inspector view, click View Settings (gear icon) to the left of the warning message.

  8. In the Profiler Settings window, make sure 'Voice Inspector Data' is selected and click OK.

  • Voice Explorer and Voice Inspector: After having captured information from a game, these views will expose the entire lifetime of modifications from a selected voice. The views reveal three levels of voice inspection in their respective panels.

    • Game Object and Voice List: A list of active game objects and associated voices from the capture in the Voice Monitor. Once you select a voice in the Game Objects and Voices list, the Voice Graph and the Contribution List will be populated.
    • Voice Graph: Displays a graphical representation of the selected voice pipeline, in a similar fashion as the Voices Graph in the Profiler.
    • Contribution List: Displays a list of modifications to a voice, from a specific audio frame selected in the voice Monitor.
  • Voice Monitor: A view that provides a graphical representation of the voice volumes over time for all active voices during a capture. The time cursor (yellow line) will determine the specific time of the snapshot that will be revealed in the list and in the Voice Inspector. The view is very useful for monitoring volume levels of each individual sound of the soundscape.

By presenting a high-level graphical representation of voices in the Voice Monitor along with the Voice Inspector, the two views complement each other well when investigating voices.

[Note]

The Voice Monitor refers to the computed volume levels and not the direct representation of loudness. Therefore, this layout allows you to investigate voices not audible, like the Wwise Silence Audio Source, which would not be audible in the actual soundscape.


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