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You can render one or more Effects that have been applied to objects prior to packaging them into SoundBanks. This saves on processor power during gameplay, but prevents you from bypassing the Effect using the Bypass Effect Event Action or from using RTPC curves on these Effects.
When you render an Effect within an Effect chain, all previous Effects will automatically be rendered as well. For example, let's say you have a sound object with the following three Effects applied to it:
Matrix Reverb
Parametric EQ
Compressor
If you select the render option for the Parametric EQ Effect, both the Parametric EQ and Matrix Reverb Effects will be rendered prior to packaging into SoundBanks.
To render an Effect:
Load an object into the Property Editor.
Switch to the Effects tab.
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If the object is not a top-level object, you must select the Override parent option before you can select an Effect. |
In the Effects table, select the Render option for each Effect that you want to render.
The selected Effect(s) as well as all previous Effects will be pre-rendered on the object when the SoundBanks are generated.
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For more information on generating SoundBanks, refer to Generating SoundBanks for a Project. |
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