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Custom Properties Tab

[Note]Note

The descriptions for this tab represent the legacy method for defining custom properties. The more recent and powerful method for defining custom properties uses XML files, and is described in the SDK doc's Defining Custom Properties page. While both approaches are still valid, refer to SDK documentation to learn more about it.

In the Custom Properties tab of the Project Settings dialog, you can define your own properties for the Sound and Audio Source objects of the Actor-Mixer Hierarchy. These custom properties can then be accessed from the following locations:

It is also possible for the game to query the value of these properties. Changing the Custom Property list will force a save and reload of the Wwise Project.

Interface Element

Description

Custom Properties

Right-click the table header to open the Configure Columns dialog where you can specify which columns to display and their order. See Using tables.

ID

Identifier for the property. This identifier is used by the game to query the value of this property using the Sound Engine API. Cannot be edited.

Name

Name of the property. Note that a prefix "Custom:" is automatically added to the property name when saved to the XML.

Location

Location of the property. Can be one of:

  • Audio Source

  • Sound

Type

Type of the property. Can be one of:

  • Boolean

  • Integer

  • Real

Default

Default value of the property.

Min

Minimum value of the property.

Max

Maximum value of the property.

Add a new custom property.

Remove the selected custom property.

Closes the Project Settings dialog and saves your settings.

Closes the Project Settings dialog without saving your settings.


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