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The Property Editor contains the properties and behavior options for the selected Music Switch Container. Music object properties determine how the music sounds when it is played in your game. Music object behaviors determine which pieces of music are played back at any given point in the game.
The General properties include relative properties, such as volume and Low-Pass Filter, as well as behaviors, including Switch type, tempo, and time signature.
For a complete description of absolute and relative properties, refer to About properties in the Interactive Music Hierarchy.
For a description of the States, Transitions, and Stingers tabs, as well as the MIDI and Advanced properties, refer to Common tabs and categories: music objects.
General | |||||||
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Interface Element |
Description | ||||||
[name] |
The name of the object. | ||||||
(Object Color) |
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. | ||||||
(Mute and Solo) |
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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(Show references) |
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. | ||||||
Enter text in the search field to find specific properties or property groups. Results are displayed as you type. The search is not case-sensitive and searches all properties associated with an object, even if their category is not selected for display. When a search is active, an x appears at the far-right side of the field and all category buttons are unavailable. Click the x to clear the search. | |||||||
(Only Show Modified) |
When selected, only properties that have been modified from their default value are displayed and all category filter buttons are unavailable. If a search is active, it is only applied to modified properties. Modified properties are displayed with an orange band at the left side of the property list and at the left side of the corresponding category button. | ||||||
(Show/Hide Category Filters) |
Opens a list of all categories associated with the object currently loaded in the Property Editor. For each category selected in the list, a corresponding button is displayed at the top of the list of properties. Select these buttons to display the related properties. Ctrl+click or Shift+click to select multiple buttons. Always Show Additional Properties expands the less frequently used properties, which are collapsed by default. | ||||||
(More Options) |
Opens the following options:
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(Open Property Editor Settings) |
Opens the Object Property Settings dialog, which allows you to configure which properties are available for display in the Property Editor. | ||||||
(Open in New Window) |
Duplicates the Property Editor as a floating view. An instance of the editor remains in the Object Tab. |
Music Switch Container | |||||||
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Interface element |
Description | ||||||
Specific | |||||||
Playback Speed |
Adjusts the speed at which the music object’s contents are played:
The Playback Speed affects different media types differently:
Default value: 1 Range: 0.25 to 4 | ||||||
Switch | |||||||
Mode |
Specifies how the sound engine will determine which path to select when there is more than one pre-defined path that matches the States or Switches triggered at runtime.
Several pre-defined paths can match the States or Switches triggered at runtime due to the use of wildcards (*) in fallback paths. Default value: Best Match | ||||||
Continue to play on Switch change |
Determines whether a music object that is in more than one Switch will continue to play when a new Switch is triggered. If this option is selected and the music object is in both Switches, it will continue playing as if no Switch change had occurred. If a change in Switch occurs and this option is unselected, the music object will stop playing at the next sync point and will start again from the beginning. Default value: true | ||||||
Time | |||||||
Override parent |
Determines whether the time settings behaviors will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the time settings controls are unavailable. If the object is a top-level object, this option is unavailable. Default value: false | ||||||
Tempo |
The speed or pace of the music object. This setting should match the tempo of the original music source. The tempo and time signature settings define the timeline ruler in the Music Editor, so you can easily position sync points at the next beat, bar, or grid. Default value: 120 Range: 1 to 400 Units: BPM | ||||||
Time Signature |
The number and length of beats to the bar. This setting should match the time signature of the original music source. Default value: 4 Range: 1 to 64 | ||||||
Time Signature |
The number and length of beats to the bar. This setting should match the time signature of the original music source. Default value: 4 | ||||||
Time > Grid | |||||||
Frequency |
Specifies an arbitrary method by which the Music Segment can be virtually partitioned. By adding another level of granularity to the Music Segment, you have a great deal of flexibility to determine sync points for music transitions, state changes, and stingers. The Frequency and Offset settings define the behavior of the Next Grid option for state changes, transitions, and stingers. Default value: 4 Bars | ||||||
Offset |
Creates an offset to the frequency value. You can select a standard offset value from the list or create a custom offset in milliseconds. Default value: No | ||||||
Offset Ms |
The offset in milliseconds. Applicable if specifying a Custom offset. Default value: 0 Range: 0 to 99999 |
General | ||||
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Interface element |
Description | |||
Specific | ||||
Override Color |
Enables the Color slider to change the color chip of the selected objects. Default value: false | |||
Color |
Displays a square filled with either the object’s defined color, or if none is set, a randomly applied color. This key helps identify the object line displayed in the graph view. Default value: 0 Range: 0 to 26 | |||
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 | |||
Voice | ||||
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 Range: -200 to 200 Units: dB | |||
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. For more detail, see Wwise LPF and HPF Value Cutoff Frequencies . Default value: 0 Range: 0 to 100 Units: % | |||
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: -96 to 96 Units: dB |
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