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Mixing Audio Using the Mixing Desk

The Mixing Desk is the perfect tool to help you mix the different audio components of your game. You can connect to your game, start a capture session, and then monitor the activities of your audio while tweaking the individual properties for each object and bus within your mixing session in real time.

[Tip]Tip

By default in Wwise, you can switch to the Mixer layout by pressing F8.

To mix audio using the Mixing Desk:

  1. Load a mixing session into the Mixing Desk.

  2. Connect to the game by clicking the Remote button on the toolbar.

    The Remote Connection dialog box opens with a list of consoles that are currently running on the network.

  3. From the list, select the console to which you want to connect.

  4. Click Connect.

    Wwise connects to the remote game console. The name of the game console appears in the toolbar.

  5. Click the Start Capture button, if not already selected, to begin the capture session.

    You can now monitor the following activities of the audio in your game:

    Icon

    Activity

    Description

    Voice playback

    Indicates when the object is being played. In the case of a bus, it indicates when a playing voice is being routed through the bus.

    Ducking

    Indicates whether a bus is being ducked.

    Effect bypass

    Indicates when an inserted Effect is being bypassed.

  6. With the game running, audition your audio.

  7. Use the following tools to fine-tune the mix in your game:

    • Property sliders/faders - To modify the individual properties of the objects and busses in your mixing session, including volume, pitch, and Low-Pass Filter.

    • Shortcut menus - To access a set of commands specifically related to the selected property. For example, when you right-click one of the Effect slots (0-3), you can edit the properties of the inserted effect, set a new effect, bypass the Effect, and so on.

    • Follow states - To follow the State changes made in game.

    [Tip]Tip

    At any time, you can double-click the name of the object, bus, State, or Game Parameter in one of the mixer strips to load the corresponding element into the Property Editor.


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