Version
The Audio tab in the Project Explorer is where you create and manage the hierarchical structures of your project assets in a tree view, much like Windows Explorer or the Mac Finder. You can organize your assets using several different types of objects such as regular folders like you would find in Windows, and other objects that are specific to Wwise such as Music Segments, containers, and Actor-Mixers.
You can navigate through the tree by clicking the plus (+) and minus (-) signs to expand and collapse the various types of folders and objects. You can rename, cut, copy, paste, and delete objects, create Events, as well as import and convert media files in this tab. You can also drag and drop one or more objects between Work Units, folders, and other objects as well as to different views within the Wwise interface. The Audio tab also includes a toolbar that allows you to quickly add objects, Busses, Work Units, and Folders to your project hierarchy.
To access the Project Explorer commands, right-click an object in the Project Explorer.
Interface Element |
Description | ||||||
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(Toolbar) |
Displays one or more icons representing the project elements that can be added as parents or children of the selected node in the Project Explorer. By default, the toolbar displays all project elements that can be added as a child of the selected node. To display the possible parent project elements, press the Shift key. To add a child to the selected node, simply click one of the active icons in the icon bar. To add a parent to the selected node, simply Shift+click one of the active icons in the icon bar. Different icons will become active depending on the type of object you currently have selected in your project hierarchy. | ||||||
A complete list of Audio Devices in your project sorted by Work Units and Virtual Folders. Double-click an Audio Device to open the Audio Device Editor: System.
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A hierarchical structure of busses at the top of your object hierarchy that allows you to define the routing of the various sound, music, and motion structures within your project. After the different structures have been grouped into busses, you can modify the properties, such as volume and pitch, define behaviors, such as ducking, and apply effects to the entire group. Double-click a bus to open the Bus Property Editor. | |||||||
A hierarchical structure of the assets within your project. The Actor-Mixer Hierarchy can be comprised of a series of sound and motion objects, containers, Actor-Mixers, and folders that organize the many assets in your project. Double-click an object to open it in the Property Editor. | |||||||
A hierarchical structure of the music assets within your project. The Interactive Music Hierarchy can be comprised of a series of tracks, segments, containers, and folders that both organize the many music assets in your project. Double-click an object to open it in the Property Editor. | |||||||
For Audio Devices, Actor-Mixer Hierarchy, and Interactive Music Hierarchy objects: | |||||||
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 |
Tip | |
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To open the selected items in the default External Editor, press Ctrl-E. Refer to Editing audio files in an external editor for more information. |
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