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Why is this sound so loud? Why can't I hear this sound? These are questions sound designers often ask. Through the hierarchy of sounds, Attenuations, Events, RTPCs, and busses, it can be difficult to find the cause of unexpected volume output levels in Wwise. The Voice Inspector view allows users to quickly track down the volume drivers of any voice.
Setting Up the Voice Inspector
Go to the Voice Profiler layout (F11) or directly open the Voice Inspector view (Ctrl+Shift+.).
In the Voice Inspector, click the settings icon in the upper right corner or press Alt+G to prompt the Profiler Settings view.
Enable Voices Data and Voice Inspector Data.
You can use the Voice Inspector either connected to a game or in Wwise authoring directly.
Here's a quick route to see the Voice Inspector in action:
In the Project Explorer, add a Sound SFX with a source file. We named it Sine. Set it to infinite looping.
In the Property Editor's RTPC tab, add one or more RTPC curves attached to at least one value (of Volume, LPF, or HPF).
In the Property Editor's Positioning tab, add an Attenuation ShareSet. Optionally, in the Attenuation Editor, enable Cone Attenuation.
In the Wwise toolbar, click Start Capture. (Alt+C)
In the Transport Control, play the sound. (spacebar)
Adjust different settings, such as:
In the Attenuation Editor, move the Distance and Cone Attenuations.
In the General Settings tab of the Master Audio Bus or the sound, change the base value of Volume, Pitch, Low-pass Filter, or High-pass Filter.
Stop the capture. (Alt+C)
At this point, the Voice Inspector will have recorded all modifications to Volume/LPF/HPF on this voice. To see such modifications, you'll need to observe the Voice Inspector and move the time cursor within the Voice Monitor:
Ensure you have the Voice Inspector and Voice Monitor views open. (By default, the Voice Profiler layout includes both.)
Move the time cursor back in the Voice Monitor until you see your looping sound in the left panel, the Game Objects and Voices List, of the Voice Inspector. Select the sound ("Sine" in the example below) from the list.
Once a sound is selected in the Game Objects and Voices List, its full signal flow voice is displayed in the center panel, the Voice Graph, of the view. Selecting a node in the graph displays a specific voice path, which will update the right panel, the Contribution List, accordingly.
Moving time back and forth in the Voice Monitor will show your modifications to Volume/LPF/HPF during the capture.
With a now populated Voice Inspector, you can learn more about its usage in Using the Voice Inspector.
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