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This Property Editor contains the properties and behavior options for the selected Music Track. Track properties, such as volume and Low-Pass Filter, determine how the music sounds in your game. Track behaviors, such as track type and streaming, determine how the music is played at any given point in the game.
The General Settings tab of the Property Editor is divided into three separate areas. The first area includes all the absolute properties, such as output routing. The middle area includes all the relative properties, such as Volume and Low-Pass Filter. The last area, on the right, includes all the behaviors.
For a complete description of absolute and relative properties, refer to About properties in the Interactive Music Hierarchy.
For a description of the properties on the Conversion, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Property Tabs: Actor-Mixer Objects.
General | |||||||
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Interface Element |
Description | ||||||
[name] |
The name of the object. | ||||||
Displays the object's color. Clicking the icon opens the color selector. Select a color to apply it to the object. When you choose a color for an object, a palette icon appears on the selected square, as well as a yellow triangle in the lower-right corner, as shown. To inherit the parent object's color, select the square at the far left of the color selector. | |||||||
Controls the Mute and Solo states for the object and shows the implicit mute and solo states for the object. Muting an object silences this object for the current monitoring session. Soloing an object silences all the other objects in the project except this one. A bold M or S indicates that the Mute or Solo state has been explicitly set for the object. A non-bold M or S with faded color indicates that the object's Mute or Solo state was implicitly set from another object's state. Muting an object implicitly mutes the descendant objects. Soloing an object implicitly mutes the sibling objects and implicitly solos the descendant and ancestor objects.
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Inclusion |
Determines whether the element is included in the SoundBanks when they are generated. When selected, the element is included. When unselected, the element is not included. To optimize your sound design for each platform, you might want to exclude certain elements on certain platforms. By default, this check box applies across all platforms. Use the Link indicator to the left of the check box to unlink the element. Then you can customize the state of the check box per platform. When this option is unselected, the property and behavior options in the editor become unavailable. Default value: true | ||||||
Indicates the number of elements in your project that contain direct references to the object. The icon is displayed in orange when references to the object exist, and in gray when no references exist. Selecting the button opens the Reference View with the object's name in the References to: field. | |||||||
Notes |
Any additional information about the object properties. | ||||||
Sets the display of the Property Editor's selected tabs. By default, there is one panel that displays a single selected tab. You can, however, click a splitter button to display two panels, divided horizontally or vertically. The selected option is highlighted with a background color. You cannot open the same tab in both panels. If you try to open the same tab in both panels, the first panel automatically opens a different tab.
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Relative Properties | ||||
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Interface Element |
Description | |||
Voice Volume |
The attenuation (level or amplitude) applied on the current object before it is routed to a bus or sent to an Auxiliary Bus. Refer to Understanding the voice pipeline for more information about volumes. Default value: 0
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Voice Low-pass Filter |
A recursive filter that attenuates high frequencies based on the value specified. The units for this filter represent the percentage of low-pass filtering that has been applied, where 0 means no low-pass filtering (signal unaffected) and 100 means maximal attenuation. (For more detail, see Wwise LPF and HPF Value Cutoff Frequencies .) Default value: 0 Range: 0 to 100 Units: % | |||
Voice High-pass Filter |
A recursive filter that attenuates low frequencies based on the value specified. The units for this filter represent the percentage of high-pass filtering that has been applied, where 0 means no high-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 Range: 0 to 100 Units: % |
Make-up Gain | ||||
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Interface Element |
Description | |||
Make-up Gain |
Volume gain in decibels (dB) applied to the voice, after all other volume adjustments. The make-up gain is additive across the Actor-Mixer Hierarchy. Refer to Understanding the voice pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and Effects are being applied. For more information about the Make-up Gain, refer to Using Loudness Normalization or Make-up gain to Adjust Volume .
Default value: 0 Range: -200 to 200 Units: dB |
Output Bus | |||||||
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Interface Element |
Description | ||||||
Volume (to Output Bus) |
The attenuation or amplitude of the signal routed to the audio output bus.
Default value: 0 Range: -200 to 200 Units: dB | ||||||
Low-pass Filter (to Output Bus) |
A Low-Pass Filter for the signal routed to the audio output bus. A recursive filter that attenuates high frequencies based on the value specified. The units for this filter represent the percentage of Low-Pass Filtering that has been applied, where 0 means no Low-Pass Filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 Range: 0 to 100 Units: % | ||||||
High-pass Filter (to Output Bus) |
A High-Pass Filter for the signal routed to the audio output bus. A recursive filter that attenuates low frequencies based on the value specified. The units for this filter represent the percentage of High-Pass Filtering that has been applied, where 0 means no High-Pass Filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 Range: 0 to 100 Units: % |
Game-defined Auxiliary Sends | ||||
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Interface Element |
Description | |||
Override parent |
Determines whether the game-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the game-defined auxiliary controls are unavailable.
Default value: false | |||
Use game-defined aux sends |
Determines whether the object uses the game-defined auxiliary sends of the associated game object. A game-defined auxiliary send is a combination of an Auxiliary Bus and a send volume. If enabled, the object is affected by the values coming from the game for the following functions: Additionally, if the game has initialized Spatial Audio and sent Rooms and Portals data to Wwise, this option determines if the object sends to the Auxiliary Busses defined for Rooms and Portals based on the game object’s position. Refer to Understanding Sends for further details this option. Default value: false | |||
Volume (Game-defined auxiliary sends) |
Determines the attenuation on the game-defined auxiliary sends volumes set for the game object. Use this volume to offset game-defined auxiliary send values.
Default value: 0 Range: -200 to 200 Units: dB | |||
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User-Defined Auxiliary Sends | |||||||
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Interface Element |
Description | ||||||
Override Parent |
Determines whether the User-Defined Auxiliary Sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the user-defined auxiliary controls are unavailable.
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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 column (User-Defined Auxiliary Sends) |
Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added. | ||||||
User Auxiliary Send |
Determines the Auxiliary Bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses. To add an auxiliary send:
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[...] column (User-Defined Auxiliary Sends) |
Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy. | ||||||
User-Defined Auxiliary Send Volume |
Determine the attenuation of the signal sent to the Auxiliary Bus.
Default value: 0 Range: -200 to 200 Units: dB | ||||||
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Early Reflections Auxiliary Sends | |||||||||||||
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Interface Element |
Description | ||||||||||||
Override parent |
Determines whether the early reflections auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the early reflections auxiliary controls are unavailable.
Default value: false | ||||||||||||
Early Reflections Auxiliary Send |
Enables reflection processing in Wwise Spatial Audio and determines the Auxiliary Bus this object is sending to for early reflections processing. Early reflections processing simulates the acoustic phenomenon of sound bouncing off of virtual surfaces defined by geometry in the game. Since the first few reflections convey the most spatial information to the listener, it is advantageous to process the early reflections separately (from the late reverb) and with more detail using the Reflect plug-in. To render early reflections, the Reflect plugin must be assigned to an effect slot on the Auxiliary Bus assigned to an early reflections send. If no send is specified, then Wwise Spatial Audio will not compute early reflections paths for the sound.
To add an auxiliary send:
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Early Reflections Auxiliary Send Volume |
Determine the attenuation of the signal sent to the reflections Auxiliary Bus. This control also effects the volume of the reflections aux send specified by the API.
Default value: 0 Range: -200 to 200 Units: dB |
Music Track Specific | ||||
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Interface Element |
Description | |||
Behaviors | ||||
Stream |
Enables controls that allow you to stream the audio played in game directly from game media. Streamed media is not included into SoundBanks. It is the Wwise Stream Manager’s, and ultimately, the Low-Level I/O submodule’s responsibility to open and read them from disk at run-time. Refer to the Wwise SDK documentation for more details on Wwise I/O. Streamed files are described in the file SoundBanksInfo.xml, which is created for each platform when SoundBanks are generated. Refer to Managing SoundBanks for more details.
Default value: false | |||
Lookahead Time |
The amount of time reserved by the sound engine to seek the streaming data. This time defines the latency of the track. If the look ahead time is 100 milliseconds, the music will be heard only 100 milliseconds after pressing play. If the look-ahead time is too small, audio tracks might become unsynchronized during playback. Units: ms | |||
Zero Latency |
Creates a small audio buffer consisting of the beginning portion of the audio file that covers the latency time required to fetch the rest of the file. This enables the entire streamed sound to be played back without delays. Latency and prefetch settings are set per track. If you have more than one music source per track then the beginning portion of each source will need to be loaded into memory. Default value: false | |||
Prefetch length (ms) |
The beginning portion of the sound, in milliseconds, that will be loaded into memory in order for the streamed sound to be played back with zero latency. Default value: 100 Range: 0 to 10000 Units: ms | |||
Is Non Cachable |
Disables caching of this file, when caching is enabled in the streaming manager. This is useful to prevent long loops, or files that are played infrequently, from using up space in the streaming cache that could be better utilized by other sounds. Default value: false | |||
Track Type |
Defines the playback behavior of the current track and its sub-tracks. The Track Type can be any one of the following:
Default value: Normal | |||
Switch (This group is active only if the Track Type is set to Switch.) | ||||
Group |
The Switch/State Group associated with the track. This field is active only if the Track Type is set to Switch. | |||
Default Switch/State |
The Switch/State that will be played when the game cannot identify a specific Switch or State. |
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