버전
This Property Editor contains the properties and behavior options for the selected Random or Sequence Container. Object properties determine the characteristics of the sound and motion objects when they are played in-game. Object behaviors determine which sound and motion objects are played back at any given point in the game.
A Random Container is a group of one or more objects that are played back in a random order. A Sequence Container, on the other hand, is a group of one or more objects that are played back according to a specific playlist.
Note | |
---|---|
An object, in this case, includes containers. |
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 pitch. 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 Project Hierarchy.
For a description of the properties on the Source Settings, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Property Tabs: Actor-Mixer Objects.
Note | |
---|---|
The properties and behaviors for the Random and Sequence Containers are displayed in the same Property Editor. |
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.
General | |||||||
---|---|---|---|---|---|---|---|
Interface Element |
Description |
||||||
Inclusion
|
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. |
||||||
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.
|
Relative Properties | ||||
---|---|---|---|---|
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
|
|||
Voice Pitch |
The playback speed of an audio object, where:
Default value: 0 |
|||
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. Default value: 0 |
|||
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 The High-pass Filter is not available on the Vita Hardware platform. |
Output Bus | |||||||
---|---|---|---|---|---|---|---|
Interface Element |
Description |
||||||
Override parent |
Determines whether the routing will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the output controls are unavailable. If the object is a top-level object, this option is unavailable. |
||||||
Bus |
The Audio Bus in the Master-Mixer Hierarchy through which the object is routed. This option is unavailable when the object is inheriting the output properties from the parent. The Audio Bus can be unlinked to create a different routing path on a specific platform. For more information, see To unlink the output routing for the current platform:. |
||||||
|
Opens the Project Explorer - Browser where you can select the Audio Bus through which the object will be routed. |
||||||
Volume (to Output Bus) |
The attenuation or amplitude of the signal routed to the audio output bus. Default value: 0
|
||||||
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 |
||||||
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 |
Game-defined Auxiliary Sends | ||||
---|---|---|---|---|
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.
|
|||
Use game-defined auxiliary sends |
Determines whether the object is using the game-defined auxiliary sends for the game object. A game-defined send is a combination of an Auxiliary Bus and a send volume. Enable this option to have the object affected by the values coming from the game for the following functions: |
|||
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
|
User-Defined Auxiliary Sends | |||||||
---|---|---|---|---|---|---|---|
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.
|
||||||
|
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. |
||||||
ID column (User-Defined Auxiliary Sends) |
Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added. |
||||||
Auxiliary Bus column (User-Defined Auxiliary Sends) |
Determines the Auxiliary Bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses. To add an auxiliary send:
|
||||||
[...] column (User-Defined Auxiliary Sends) |
Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy. |
||||||
Volume column (User-Defined Auxiliary Sends) |
Determine the attenuation of the signal sent to the Auxiliary Bus. Default value: 0
|
Random/Sequence Container Specific | |||||||
---|---|---|---|---|---|---|---|
Interface Element |
Description |
||||||
Initial Delay | |||||||
Initial Delay |
Initial delay applied before playing (in seconds). This delay will be added to parents and children Initial delay.
|
||||||
Scope | |||||||
Global |
All instances of the container used in the game are treated as one object so that repetition across game objects is avoided. For example, when a group of characters within your game all use the same sentences, you can use the Global option to ensure, using the Random, Shuffle, and Step features, that a different sentence will be spoken each time a character speaks. |
||||||
Game object |
Each instance of the container is treated as a separate entity and therefore no sharing occurs across game objects. |
||||||
Play Type | |||||||
Random |
Defines the container as a Random Container, which means that objects within the container will be played back in a random order. There are two different modes of random playback: Standard and Shuffle. |
||||||
Standard |
Keeps the pool of objects within the container intact. After an object is played, it is not removed from the possible list of objects that can be played and can therefore be repeated. |
||||||
Shuffle |
Removes objects from the pool after they have been played. This option avoids repetition of sounds until all objects have been played. The last object played cannot be repeated when the list is reset. |
||||||
Avoid repeating last x played |
Determines how many other objects must be played before an object can be repeated. The behavior of this option is affected by whether you are in Standard or Shuffle mode. In Standard mode, the object played is selected completely randomly, but the last x objects played are excluded from the list. In Shuffle mode, when the container is looped, the last x objects played will be excluded from the list. If you have a non-looping Random Container that is set to shuffle and continuous, the “Avoid repeating last x played” option has no effect on the playback of your container. |
||||||
Defines the container as a Sequence Container, which means that objects within the container will be played according to a user-specified playlist. |
|||||||
At end of playlist: |
Defines the playback behavior of the sequence after it has played the last object in the playlist. There are two options to choose from:
|
||||||
Play Mode | |||||||
Step |
Plays only one object in the container each time it is played. |
||||||
Continuous |
Plays the complete list of objects in the container each time it is played. |
||||||
Always reset playlist |
Determines whether playback continues or returns to the beginning of the playlist when a container is replayed after being stopped during playback. If selected, the container returns to the beginning of the playlist. If unselected, the container will begin playback at the next object in the playlist. |
||||||
Loop |
Enables controls that define the number of times the container will be played. |
||||||
Infinite |
Specifies that the container will be repeated indefinitely. |
||||||
No. of loops |
The number of times the container will be played.
Default value: 2 |
||||||
Transitions |
Enables controls that allow you to create and define a transition between the objects in the container. |
||||||
Type |
A list of transitions that can be applied between objects in the container:
|
||||||
Duration |
The length of the crossfades or delay between clips. If Trigger rate is selected as the transition type, the duration defines the amount of time that will pass before the next sound is triggered. The Duration slider is unavailable when the Sample Accurate option is selected.
Default value: 1 The maximum duration of a crossfade is equal to half the duration of the sound. In cases where the crossfade time is longer than half the duration of the sound, the crossfade duration is automatically adjusted to the maximum allowed. This automatic adjustment is performed by the sound engine at run time. Wwise does not limit or indicate that the crossfade time is too long for some of the sounds in the container. |
Related Topics
프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.
Wwise를 시작해 보세요