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Effects Tab: Busses

In the Effects tab for busses, you can apply up to four different Effects to a Master Audio, Master Secondary, Audio, or Auxiliary Bus (not Motion busses). When Effects are applied to a bus, all incoming audio data is submixed before the Effect chain is applied. The Effects are applied in the same order as they appear in the list.

When applying Effects in Wwise, you should be aware that a voice can go through the following three levels of Effects:

  • Up to four Effects can be applied on the voice in the Actor-Mixer or Interactive Music hierarchies. But, keep in mind that child objects can also override their parent objects' Effects.

  • Up to four Effects can be applied to each Audio Bus and Auxiliary Bus in the bus hierarchy output path.

  • Up to four Effects can be applied on the final master bus (the Master Audio or the Master Secondary Bus).

This means that a chain of potentially many Effects will be applied to the final output. There are a couple of options that help manage these Effects:

  • The Mode option allows you to set the Effect as a ShareSet, which allows you to adjust multiple instances of the same Effect in one shot. The Mode can also be set to Custom so that specific settings can be applied to an individual Effect instance, as needed.

  • The Bypass option allows you to essentially remove the Effect. However, you can bring it back, as desired. This is useful in testing, such as in establishing the impact of the Effect. With the use of Bypass Actions, it can also be a good way to remove an Effect for certain game scenarios or events.

Unlike Actor-Mixer or Interactive Music object Effects, bus Effects cannot be rendered.

[Tip] Tip

For the Actor-Mixer or Interactive Music object Effects tab, see Effects Tab: Actor-Mixer and Interactive Music Objects.

General

Interface Element

Description

Name

The name of the object.

Notes

Any additional information about the object properties.

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.

[Tip] Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note] Note

Mute and Solo are designed to be used for monitoring purposes only and are not persisted in the project or stored in the SoundBanks.

Effects

Interface Element

Description

Click the Configure Columns... shortcut (right-click) option from the column header band.

The Configure Columns Dialog opens. Specify which columns to display and their order.

Effects

(Selector)

The list of effects and corresponding instances that can be applied to the bus. The selected effect type is displayed in the Effect column.

To remove an effect, select the None option.

ID

The identification number assigned to the Effect.

Effect

The type of effect applied to the bus, for example, Wwise Compressor, Wwise Matrix Reverb, or Wwise Parametric EQ.

Name

The name of the Effect instance applied to the bus. The effect instance can be a ShareSet or a custom instance of a ShareSet.

All effect instances for the selected effect type will appear in the corresponding list.

Prev.

Selects the previous ShareSet in the Effects hierarchy.

Next

Selects the next ShareSet in the Effects hierarchy.

Mode

Determines whether the Effect instance is shared. The mode can either be:

  • Define custom - To create a custom effect instance whose properties will not be shared between objects.

  • Use ShareSet - To use a ShareSet of an effect, which means that effect properties can be shared between objects.

(Location in Hierarchy)

Displays the location in the Effects hierarchy where the selected ShareSet can be found. If it is a custom instance of the Effect, it will show the name of the custom instance.

Bypass

Determines whether the selected effect instance is bypassed or not.

Edit

Displays the Effect Editor where you can edit the properties of the selected effect instance in real time.

 

Bypass All

Determines whether all effects are bypassed or not.


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