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This Property Editor contains the properties for the selected motion bus. You can adjust the overall volume and pitch, and duck the audio signal of other motion busses when the current motion bus is receiving a signal.
General | |
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Interface Element |
Description |
Name |
The name of the object. |
Notes |
Any additional information about the object properties. |
Relative Properties | ||||
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Interface Element |
Description |
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Voice Volume |
The attenuation (level or amplitude) applied on the current object before it is routed to a bus or sent to an Auxiliary Bus. Refer to Understanding the Voice Pipeline for more information about volumes. Default value: 0
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Voice Pitch |
The playback speed of an audio object, where:
Default value: 0 |
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Voice Low-pass Filter |
A recursive filter that attenuates high frequencies based on the value specified. The units for this filter represent the percentage of low-pass filtering that has been applied, where 0 means no low-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 |
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Voice High-pass Filter |
A recursive filter that attenuates low frequencies based on the value specified. The units for this filter represent the percentage of high-pass filtering that has been applied, where 0 means no high-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 The High-pass Filter is not available on the Vita Hardware platform. |
Motion Bus Specific | ||||
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Interface Element |
Description |
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Auto-ducking |
The action of lowering the volume level of one signal in order for another simultaneous signal to have more prominence. |
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Recovery time |
The amount of time from the termination of the signal in the current motion bus to the beginning of the fade-in for the signals that were ducked. Default value: 1 |
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Maximum ducking volume |
The maximum amount by which the current bus volume can be attenuated when ducked by one or more busses. Default value: -96
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Opens the Project Explorer - Browser where you can select a motion bus to add to the auto-ducking list. The Master Motion Bus cannot be selected, and a motion bus cannot duck itself or any of its parent busses. |
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Deletes the selected motion bus from the auto-ducking list. |
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Busses |
The name of the motion bus. |
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Volume |
The amount by which the volume of the selected motion bus is reduced during auto-ducking. Default value: -6 |
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Fade Out |
The time to fade out from the original volume to the ducking volume. |
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Fade In |
The time to fade in from the ducking volume back to the original volume. |
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Curve |
The curve shape that defines how the signal will fade out and fade back in. |
Game-defined Auxiliary Sends | ||||
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Interface Element |
Description |
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Use game-defined auxiliary sends |
Determines whether the object is using the game-defined auxiliary sends for the game object. A game-defined send is a combination of an Auxiliary Bus and a send volume. Enable this option to have the object affected by the values coming from the game for the following functions: |
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Volume (Game-defined auxiliary sends) |
Determines the attenuation on the game-defined auxiliary sends volumes set for the game object. Use this volume to offset game-defined auxiliary send values. Default value: 0
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User-Defined Auxiliary Sends | |||||||
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Interface Element |
Description |
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Click the Configure Columns... shortcut (right-click) option from the column header band. The Configure Columns Dialog opens. Specify which columns to display and their order. |
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ID column (User-Defined Auxiliary Sends) |
Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added. |
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Auxiliary Bus column (User-Defined Auxiliary Sends) |
Determines the Auxiliary Bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses. To add an auxiliary send:
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[...] column (User-Defined Auxiliary Sends) |
Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy. |
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Volume column (User-Defined Auxiliary Sends) |
Determine the attenuation of the signal sent to the Auxiliary Bus. Default value: 0
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