버전
The Advanced Settings tab for music objects located in the Interactive Music Hierarchy contains a series of controls that allow you to define the advanced playback behaviors of your music objects. You can define the number of instances that can be played simultaneously per game object, specify the playback priority of each sound object, and determine whether the music will continue to play, will be killed, or will move into the virtual voice list when its volume falls below the volume threshold.
General | |||||||
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Interface Element |
Description |
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Inclusion
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Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations. When this option is unselected, the property and behavior options in the Property Editor become unavailable. |
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Name |
The name of the object. |
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Notes |
Any additional information about the object properties. |
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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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Advanced Settings | ||||
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Interface Element |
Description |
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Playback Limit | ||||
Ignore parent |
Determines if the current object and its children are considered part of the parent's playback limit (unchecked) or defined at this level (checked). If the object is a top-level object, this option is unavailable. |
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Limit sound instances to: |
The number of sound or motion instances within the same hierarchical structure that can play simultaneously. This limit applies to the selected list option:
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When limit is reached: |
Determines what happens when the playback limit is reached. You can select one of the following options:
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When priority is equal: |
Determines what happens when the playback limit is reached and there is more than one object with the lowest priority. You can select one of the following options:
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Virtual voice | ||||
Override parent |
Determines whether the virtual voice settings will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the virtual voice controls are unavailable. If the object is a top-level object, this option is unavailable. |
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Virtual voice behavior |
Determines the behavior of objects when their volume falls below the volume threshold or when their number goes over the playback limit. You can select one of the following options:
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On return to physical voice |
Determines the behavior of objects that move from the virtual voice list back to the physical voice. You can select one of the following options:
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Playback Priority | ||||
Override parent |
Determines whether the playback priority will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the playback priority controls are unavailable. If the object is a top-level object, this option is unavailable. |
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Priority |
The importance given to the object in relation to other objects within the same actor-mixer structure. This value determines which objects will be played when the playback limit has been reached. Default value: 50 (for SFX), 100 (for Voice) Range: 1 to 100 Objects with a priority of 1 have the lowest priority, and those with a priority of 100 have the highest priority. |
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Offset priority by x at max distance |
Specifies a value by which the priority of an object is offset when it reaches the max distance value specified in the Attenuation Editor. When selected, an offset is applied to the priority of the object when it falls anywhere within the attenuation max distance value. The amount of offset applied will depend on the object's relative position to the listener. When this option is not selected, the distance from the listener does not affect the priority of an object. The priority offset is not applied to 2D objects. |
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