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The Advanced Profiler - Voices tab displays information about each of the voices or playback instances managed by the sound engine at any point in time.
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For the motion objects to appear on the Voices tab, you need the appropriate motion device drivers installed on your workstation. |
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The Game Object , Target , Wwise Object , and Bus columns have associated mute and solo buttons (described in the Busses tab documentation). Note, however, the particularity of the game object's impact on Wwise objects. If a game object is muted, then all its associated Wwise objects will be muted. If it is soloed, then only its associated Wwise objects could potentially play; but, that is evaluated according to their own mute and solo settings. |
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Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables. Click the Close icon to the left of the search icon to close the search field and remove the filter.
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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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Game Object |
The name of the game object to which the object is associated.
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Event |
The name of the Event which triggered the playing of the Target. |
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Target |
The object targeted for playing by the Event. The playing of the target triggered the playing of the Wwise Object. |
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Wwise Object |
The name of the object that is played by the sound engine. |
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Bus |
The name of the bus through which the object is output. |
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Voice Volume |
The level of the voice as defined in the project's hierarchy. This value includes the voice volume levels of all parent objects and busses within the hierarchy, States, RTPCs, and Set Voice Volume Actions. |
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Panning Volumes |
The output level of the voice when it is mixed into each channel of the first mixing bus. This value strictly represents the per-channel spatialization gains. Refer to Understanding Channel Configurations for interpreting the channel order |
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Game-Defined Auxiliary Send Volume |
Offsets game-defined auxiliary send values, in decibels. |
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Total Volume |
Volume of the voice plus the contributions from all mixing bus gains of the signal path, from the voice down to the master Audio Bus inclusively. In cases where there are multiple signal paths, such as what happens when using auxiliary sends, the largest value among all paths is taken. The Total Volume is evaluated against the Volume Threshold for virtual voices. It includes virtually all volume offsets in Wwise, except those that pertain to normalization and make-up gain (see Normalization / Make-Up Gain column below). |
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Normalization / Make-Up Gain |
Volume gain applied to the audio source independently of the other logical volumes in Wwise. It results from the make-up gain property, loudness normalization, and localization volume offset (audio source make-up gain). It does not contribute to the Total Volume, and is thus ignored when evaluating the voice against the Volume Threshold. It is also transparent from the HDR, and not considered by the Voice Monitor . Refer to HDR and the Wwise Voice Pipeline for more details. |
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Device |
The medium of the sound's transition, such as Main for the main audio output of your system or background for the background music speakers available on PS4 and Xbox One. |
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Voice LPF |
The LPF really applied on the main voice pipeline, this value includes the Base LPF, the Occlusion LPF and the cone-distance attenuation LPF. |
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Voice HPF |
The HPF really applied on the main voice pipeline, this value includes the Base HPF, the Occlusion HPF and the cone-distance attenuation HPF. |
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Priority |
The importance given to the object in relation to other objects within the same hierarchical structure. |
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Virtual |
Indicates when the object is in the virtual voice list. |
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Over Limit |
Indicates when the object is virtual because it is over the maximum number of instances allowed by one of its node limiters. |
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